Weber, SebastianKlassen, GerhardWyszynski, MarcKordyaka, Bastian2023-08-242023-08-242023https://dl.gi.de/handle/20.500.12116/42101This study explores the relationship between gamification design features and the motivational state of inspiration in the context of eLearning. We focus on three dimensions of gamification: immersion, achievement, and social. Using a cross-sectional survey design, covariance-based statistics, and structural equation modeling, we collected data from users of a language learning app. Our findings reveal that achievement-related gamification features, such as badges, points, levels, and tasks, evoke inspiration and foster the inspiration to learn. However, neither immersion-related nor social-related gamification features serve as a source of inspiration. This research contributes to the understanding of how gamification can be leveraged to enhance inspiration and possibly learning outcomes in eLearning environments.Illuminating the Predictive Power of Gamification to Inspire Technology UsersText/Workshop Paper10.18420/muc2023-mci-ws08-378