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Overjustification effect

Index Overjustification effect

The overjustification effect occurs when an expected external incentive such as money or prizes decreases a person's intrinsic motivation to perform a task. [1]

35 relations: Amazon Mechanical Turk, Attribution (psychology), Blood donation, Blue-collar worker, Bounty (reward), Candle problem, Charitable organization, Cognitive evaluation theory, Crowdsourcing, Edward L. Deci, Experiment, Field experiment, Foursquare, Gamification, Incentive, Meta-analysis, Motivation, Motivation crowding theory, Nonprofit organization, Performance-related pay, Pizza Hut, Reinforcement, Richard Titmuss, Salary, Self-determination theory, Self-perception theory, Social psychology, Southern Methodist University, Tangibile, Token economy, Treatment and control groups, User-generated content, Validity, Virtual economy, Volunteering.

Amazon Mechanical Turk

Amazon Mechanical Turk (MTurk) is a crowdsourcing Internet marketplace enabling individuals and businesses (known as Requesters) to coordinate the use of human intelligence to perform tasks that computers are currently unable to do.

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Attribution (psychology)

Humans are motivated to assign causes to their actions and behaviors.

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Blood donation

A blood donation occurs when a person voluntarily has blood drawn and used for transfusions and/or made into biopharmaceutical medications by a process called fractionation (separation of whole-blood components).

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Blue-collar worker

In the United States and (at least some) other English-speaking countries, a blue-collar worker is a working class person who performs manual labor.

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Bounty (reward)

A bounty (from Latin bonitās, goodness) is a payment or reward often offered by a group as an incentive for the accomplishment of a task by someone usually not associated with the group.

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Candle problem

The candle problem or candle task, also known as Duncker's candle problem, is a cognitive performance test, measuring the influence of functional fixedness on a participant's problem solving capabilities.

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Charitable organization

A charitable organization or charity is a non-profit organization (NPO) whose primary objectives are philanthropy and social well-being (e.g. charitable, educational, religious, or other activities serving the public interest or common good).

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Cognitive evaluation theory

Cognitive evaluation theory (CET)Deci, E. L. (1975).

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Crowdsourcing

Crowdsourcing is a sourcing model in which individuals or organizations obtain goods and services.

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Edward L. Deci

Edward L. Deci (born in 1942) is a Professor of Psychology and Gowen Professor in the Social Sciences at the University of Rochester, and director of its human motivation program.

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Experiment

An experiment is a procedure carried out to support, refute, or validate a hypothesis.

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Field experiment

A field experiment applies the scientific method to experimentally examine an intervention in the real world (or as many experimentalists like to say, naturally occurring environments) rather than in the laboratory.

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Foursquare

Foursquare is a local search-and-discovery service mobile app which provides search results for its users.

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Gamification

Gamification is the application of game-design elements and game principles in non-game contexts.

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Incentive

An incentive is something that motivates an individual to perform an action.

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Meta-analysis

A meta-analysis is a statistical analysis that combines the results of multiple scientific studies.

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Motivation

Motivation is the reason for people's actions, desires, and needs.

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Motivation crowding theory

Motivation crowding theory, in labor economics and social psychology, suggests that extrinsic motivators such as monetary incentives or punishments can undermine intrinsic motivation.

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Nonprofit organization

A non-profit organization (NPO), also known as a non-business entity or non-profit institution, is dedicated to furthering a particular social cause or advocating for a shared point of view.

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Performance-related pay

Performance-related pay or pay for performance, not to be confused with performance-related pay rise, is a salary or wages paid system based on positioning the individual, or team, on their pay band according to how well they perform.

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Pizza Hut

Pizza Hut is an American restaurant chain and international franchise founded in 1958 by Dan and Frank Carney.

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Reinforcement

In behavioral psychology, reinforcement is a consequence that will strengthen an organism's future behavior whenever that behavior is preceded by a specific antecedent stimulus.

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Richard Titmuss

Richard Morris Titmuss CBE, FBA (1907–1973) was a pioneering British social researcher and teacher.

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Salary

A salary is a form of payment from an employer to an employee, which may be specified in an employment contract.

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Self-determination theory

Self-determination theory (SDT) is a macro theory of human motivation and personality that concerns people's inherent growth tendencies and innate psychological needs.

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Self-perception theory

Self-perception theory (SPT) is an account of attitude formation developed by psychologist Daryl Bem.

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Social psychology

Social psychology is the study of how people's thoughts, feelings, and behaviors are influenced by the actual, imagined, or implied presence of others.

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Southern Methodist University

Southern Methodist University (commonly referred to as SMU) is a private research university in metropolitan Dallas, with its main campus spanning portions of the town of Highland Park and the cities of University Park and Dallas.

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Tangibile

Tangibility is the attribute of being easily detectable with the senses.

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Token economy

A token economy is a system of contingency management based on the systematic reinforcement of target behavior.

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Treatment and control groups

In the design of experiments, treatments are applied to experimental units in the treatment group(s).

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User-generated content

User-generated content (UGC), alternatively known as user-created content (UCC), is any form of content created by users of a system or service and made available publicly on that system.

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Validity

In logic, an argument is valid if and only if it takes a form that makes it impossible for the premises to be true and the conclusion nevertheless to be false.

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Virtual economy

A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an Internet game.

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Volunteering

Volunteering is generally considered an altruistic activity where an individual or group provides services for no financial or social gain "to benefit another person, group or organization".

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References

[1] https://en.wikipedia.org/wiki/Overjustification_effect

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