FALSIFIABILITY AND BEHAVIORAL MODELING: PROPOSAL FOR A SCIENTIFIC FRAMEWORK FOR GAMIFICATION DESIGN

Cláudio Eduardo Marques Lacerda, Silvio Luiz Rutz da Silva

Abstract


This literature review examines the intersection of falsifiability principles and behavioral modeling approaches in designing gamified processes, synthesizing findings from 271 peer-reviewed publications. This study addresses a critical gap in contemporary research: the need for scientifically rigorous methodologies that go beyond superficial Pointsification to develop effective behavior-change interventions. The proposed framework integrates Karl Popper’s epistemology with B. F. Skinner’s operant conditioning and is structured across four levels of integration: epistemological, theoretical, methodological, and practical. Theoretically, this study articulates Self-Determination Theory, Flow Theory, and Behavioral Economics under the lens of empirical testability. Methodologically, intellectual rigor is operationalized through a three-tiered scoring system (0, 5, and 10 points) that prioritizes “resistance to refutation” over impulsive speed, thereby transforming the assessment into a continuous scientific validation process. The practical application is consolidated into a replicable four-stage didactic sequence: conceptualization, structural mapping, mechanics design, and behavioral calibration. The main conclusions indicate that the success of gamified design requires (1) explicit theoretical grounding that allows the generation of falsifiable hypotheses, (2) behavioral models that consider individual variations and temporal dynamics, and (3) multidimensional metrics that integrate behavioral, psychological, and system data. The study concludes that integrating these principles consolidates gamification as a rigorous design engineering discipline, capable of generating predictable results and enabling deep learning. This study offers an essential methodological roadmap for the field's maturation and for moving beyond intuition-based practices.

Keywords


gamification; falsifiability; behavioral modeling; educational psychology; instructional design

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References


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DOI: http://dx.doi.org/10.46827/ejes.v13i9.6958

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