Despite the widely accepted notion that all technology-based activities are inherently engaging, the evidence regarding their motivational effectiveness is mixed (Moos and Marroquin 2010). Part of the reason may be that many different types of technologies are available, and each can be designed well or poorly to leverage various aspects of motivation (e.g., engagement, self-efficacy, tenacity) in different ways. Another explanation for these mixed findings is that much of the research on technology-based activities considers motivation as a unidimensional construct intrinsically generated by technology usage rather than as a construct with multiple dimensions that may be impacted via various affordances of technology. This latter reason may be due to many developers lacking strong theoretical grounding in well-studied motivation constructs (Chen et al. 2013; Moos and Morroquin 2010).