Through these interviews and observations we were able to conclude that participants were motivated by a personal sense of achievement and a sense of community & camaraderie built through social media sharing. It also became clear that participants had a strong attachment to incentives provided by the race that showed a quantifiable benchmark of achievement.
Gamification met the three main business and user goals.
"Competence and autonomy regarding task meaningfulness is affected by badges, leaderboards, and performance graphs."*