Many research questions could be developed around the different types of intended user–system interactions. We first present research questions around individual user–system interactions and then turn to multiuser interactions. Beginning with individual interactions, one way to encourage desired user–system interactions is through social influence (Fulk et al. 1990). For example, when a gamified system connects individuals to a community of others who do similar tasks, it can expose them to various forms of social influence, including both normative influence (e.g., norms) and informational influence (Cialdini and Goldstein 2004). Social influence has been leveraged in applications such as customer call handling, transcribing, and learning new software. How to calibrate social influence has been the subject of investigation in both gamification (Hamari and Koivisto 2015) and broader contexts (Aral and Van Alstyne 2007). Several gamification design elements can support social influence, including the use of kudos, comments, follows, the creation of social profiles, and the publication of individual or aggregate statistics. Such elements can harness individuals’ desire for image or reputation. For example, HealthyMe displays friends’ summary statistics (e.g., total wins and calories) and uses kudos to cultivate positive social support among its users. However, a range of other social activities could be leveraged: for example, the system could share more information with others (such as goals) so that they could more effectively communicate with each other. Gamification provides many digital objects and mechanics to make use of image and reputation motivations of individuals, such as badges, dashboards, kudos, and virtual gifts. Behavioral economics research on charitable giving and other prosocial behaviors helps explain why image motivation is a strong driving force (Ariely et al. 2009; Bénabou and Tirole 2006). This research would benefit from other literature such as the design of online communications (e.g., Li et al. 2012), user-generated content platforms (e.g., Kane et al. 2014), and prosocial charitable giving (e.g., Ariely et al. 2009). However, because gamification deals with a broad range of tasks and uses a large variety of gamification elements, there are also unique challenges and opportunities. For example, research on prosocial behavior has found that monetary rewards may undermine image motivation (Fudenberg and Levine 2006). Nevertheless, we know little about how nonmonetary rewards (such as badges) interact with both image and intrinsic motivation (Chen and Zhu 2014; Goes et al. 2016) or the effect of these elements when the tasks, themselves, provide little sense of achievement. Hence, we askRQ D-1: How should gamification design elements be used to facilitate social influence on user–system interactions?