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Publication trends in gamification: A systematic mapping study

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Abstract

h i g h l i g h t s • This study presents four big trends and the core literature in gamification. • This publication provides a meta-review of several other literature reviews. • This publication identifies the most common publication venues on gamification. • The study concludes that the most pressing research issue currently is to collect evidence on the practical applications of gamification. • Most common theme in gamification studies currently is education. a b s t r a c t The term gamification and gamified systems are a trending area of research. However, gamification can indicate several different things, such as applying the game-like elements into the design of the user interface of a software, but not all gamification is necessarily associated with software products. Overall, it is unclear what different aspects are studied under the umbrella of 'gamification', and what is the current state of the art in the gamification research. In this paper, 1164 gamification studies are analyzed and classified based on their focus areas and the research topics to establish what the research trends in gamification are. Based on the results, e-learning and proof-of-concept studies in the ecological lifestyle and sustainability, assisting computer science studies and improving motivation are the trendiest areas of gamification research. Currently, the most common types of research are the proof-of-concept studies, and theoretical works on the different concepts and elements of gamification.

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... Therefore, a collaboration gamification application has been built as a form of innovation that is expected to increase SME actors' motivation to collaborate. The gamification approach was chosen as gamification is a game-based approach, and it is proven to increase the retention and motivation of non-game system users [7], [8]. The collaborative gamification system was evaluated with an octalysis framework that divides motivation into eight core drives to determine the magnitude of the role of motivation [9], [10]. ...
... Gamification has become integrated with modern society's culture to increase user engagement and motivation [7], [8] and attempt to influence user behavior [7], [8]. ...
... Gamification has become integrated with modern society's culture to increase user engagement and motivation [7], [8] and attempt to influence user behavior [7], [8]. ...
Article
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One of the problems of SME is the low motivation to collaborate; the lack of research on exploring the motivation to collaborate is an issue that needs to be focused on solving. Objectives. This research aims to explore the level and type of motivation that influences SME's interest in collaborating to provide new insights for SME managers to apply appropriate treatment in developing collaborative activities. This study analyses six octalysis core drives that affect user interest in the use of SME collaboration gamification applications involving 293 SME respondents in the East Java Province. The research method is descriptive and quantitative, using Smart PLS, with a path analysis and analysis model. This study formulates six hypotheses to determine the effect of six core drives on using the collaborative gamification system. The results showed that the four constructs had a p-value less than 0.05 and a T-Statistic value greater than 1.96, while the other two constructs produced the opposite value. This finding reveals that four core drives (Epic Meaning, Development, Social Influence, and Avoidance) affect user interest in using collaborative gamification applications. In contrast, two core drives (Ownership and Unpredictable) do not affect it. The implication of this study is a recommendation for developers of collaboration-gamification systems to consider the results of this hypothesis, especially the role of core-drive catalysis as a reference in revising or developing collaborative gamification systems. Future work could apply the TAM model to analyze the technology acceptance rate of this system.
... A gamificação pode ser conceituada como o processo de se adicionar elementos de jogos em contextos que não são de jogos [1] [2] [3]. Os autores [1], [4] e [5] ainda adicionam outro objetivo em sua definição: motivar um maior envolvimento dos usuários inseridos na tarefa ou atividade alvo, criando um sistema com motivações e experiências similares às que os jogos proporcionam. A gamificação pode ou não ocorrer em ambientes digitais [6]. ...
... A gamificação tem crescente ampliação de aplicação em áreas de negócio [2] [8], sendo que um mapeamento sistêmico das tendências de pesquisas e Provas de Conceito sobre o tema revelou uma maior concentração de trabalhos para a educação de ciência da computação, motivação, sustentabilidade e ecologia [5]. Categorias que se relacionam com o estudo de caso apresentado nesse trabalho, como Gerenciamento e Performance do Trabalho, aparecem com menor relevância. ...
Conference Paper
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Na última década, a gamificação tem sido cada vez mais empregada em diferentes áreas e para diferentes fins. Sua aplicação na área Industrial é tida como promissora, ainda que poucas Provas de Conceito tenham sido documentadas se comparadas com outras áreas, como a educação para ciência da computação ou ecologia. Por outro lado, a Manufatura Enxuta e suas ferramentas tem origem e vasta aplicação documentada na Indústria, se propondo a reduzir desperdícios através de iniciativas que aumentam a produtividade e flexibilidade. Uma das etapas mais críticas da implementação desse tipo de iniciativa é o treinamento e estabilização dos novos padrões que são gerados para os funcionários. O trabalho apresenta um estudo de caso onde a gamificação foi efetiva para o treinamento e estabilização de uma iniciativa de Manufatura Enxuta do tipo SMED, em uma Indústria do segmento farmacêutico.
... These elements are used to increase learner motivation and engagement, as research in gamification has predominantly demonstrated a significant linkage between increased motivation, effort and time spent on a task and learning performance among students (Chans & Portuguez-Castro, 2021;Dichev & Dicheva, 2017). The positive results from gamification research have triggered the influx of various tools and applications that are developed to assist educators in designing gamified lessons (Kasurinen & Knutas, 2018). ...
... Realizing the gap in the existing gamification research that fail to bridge practices and purposes, we argue that understanding academics' pedagogical practices actually indicates their pedagogical understanding, knowledge and skills that they utilize in planning and carrying out their lessons in achieving the intended learning outcomes (Torrisi-Steele & Drew, 2013). At this juncture, it is important to note that gamification does not necessarily mean the inherent use of technology, but many studies of gamification involve technologies (Boyle et al., 2016) due to the increasing number of technologies made available to create gamified lessons (Kasurinen & Knutas, 2018). From the academics' perspectives, the literature also highlights the challenges faced as they grapple with the effective integration of gamification using technology. ...
Article
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Unlabelled: Literature emphasizes that gamification significantly enhances students' engagement in learning and their motivation level. Studies have also examined the benefits of gamification in learning across different levels of education. However, the focus on academics' pedagogical understanding, knowledge, and skills and how they utilize these in planning and carrying out their gamified lessons particularly in the context of higher education, are not well researched. A mixed-methods study was conducted at a Malaysian public university with the aim of uncovering the practices, purposes, and challenges of integrating gamification via technology from the academics' perspective. Findings show the academics' practices of gamification could be further enhanced and their pedagogical considerations revolve around five main themes: (i) motivating students' learning; (ii) facilitating thinking skills and solving problems; (ii) engaging students' learning; (iv) facilitating interactions and (v) achieving specific teaching and learning goals. Based on the findings, the researchers proposed two models that would be able to facilitate and enhance academics' pedagogical knowledge and skills in integrating gamification for students' learning. Supplementary information: The online version contains supplementary material available at 10.1007/s10639-023-11723-7.
... Therefore, the current findings confirm Price's Law which proposes that the growth of scientific outputs tends to double after 10 years [48]. The findings obtained in this context are supported by the literature (e.g., [21] [22][26] [49]). In a systematic review, Subhash and Cudney [35] reviewed 41 documents relating to gamified learning in higher education. ...
... As a matter of fact, Dr. Luis de-Marcos, from the Universidad de Alcalá (Spain), has written extensively on gamification, educational technology, and e-learning and has published his works in leading scientific journals. Existing literature (e.g., [21][26] [49]) also reviewed articles written by these authors in the field of gamification. When examined by region/ country, the fifteen scholars with the most production came from Spain, followed by the US and Hong Kong. ...
Article
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Gamification plays an essential role in supporting educational goals. Existing literature confirmed that gamification has been widely used to elevate student achievement in many fields. This study examines the current status and research trends of gamification applications in higher education by conducting a comprehensive bibliometric analysis during the period 2013-2022. This study focuses on publication language, growth rates, most frequent author keywords, most cited papers, most prolific authors, most impactful journals, most productive institutions, and most active countries. For bibliometric mapping analysis, a total of 819 peer-reviewed journal articles were retrieved from the Scopus database. The results showed that: (1) the majority of the manuscripts are written in English, (2) the peak of publication is 2021 with 216 papers, (3) gamification, higher education, and motivation have been the most used keywords, (4) the works of Domínguez et al., de-Marcos et al., and Buckley and Doyle have been the most frequently cited documents, (5) de-Marcos, Boyle, and Pérez-López have been the most important authors, (6) Sustainability, International Journal of Emerging Technologies in Learning, and Journal of Chemical Education have been among the top journals, (7) Universidad de Granada, Universidad de Sevilla, and Tecnologico de Monterrey have been the top institutions, and (8) Spain, the US, and the UK have been the most important countries in this area. This study offers a useful contribution in the area and provides a comprehensive overview, scientific landscape, and future direction of the field.
... We analyzed the existing assessment process, shortened the length of the source document under assessment, and created a new gamified assessment application. The final application contains game-like components, but it has a functional non-game purpose and elements, which are not game-like (Kasurinen and Knutas 2018). Game elements include points, levels, choice elements, progress bars, and leaderboards. ...
... The evidence reveals that gamification produced increased assessors' motivation leading to a better inter-rater agreement, consequently improving IQ assessment. That also confirms previous findings from ( Kasurinen and Knutas 2018;Treiblmaier and Putz 2020) stating that the gamification domain is immense and that researchers discover new application ares continuously. ...
Article
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Purpose: Existing research on the measurability of information quality (IQ) has delivered poor results and demonstrated low inter-rater agreement measured by Intra-Class Correlation (ICC) in evaluating IQ dimensions. Low ICC could result in a questionable interpretation of IQ. The purpose of this paper is to analyse whether assessors' motivation can facilitate ICC. Methodology: To acquire the participants' views of IQ, we designed a survey as a gamified process. Additionally, we selected Web study to reach a broader audience. We increased the validity of the research by including a diverse set of participants (i.e. individuals with different education, demographic and social backgrounds). Findings: The study results indicate that motivation improved the ICC of IQ on average by 0.27, demonstrating an increase in measurability from poor (0.29) to moderate (0.56). The results reveal a positive correlation between motivation level and ICC, with a significant overall increase in ICC relative to previous studies. The research also identified trends in ICC for different dimensions of IQ with the best results achieved for completeness and accuracy. Practical implications: The work has important practical implications for future IQ research and suggests valuable guidelines. The results of this study imply that considering raters' motivation improves the measurability of IQ substantially. Originality: Previous studies addressed ICC in IQ dimension evaluation. However, assessors' motivation has been neglected. This study investigates the impact of assessors' motivation on the measurability of IQ. Compared to the results in related work, the level of agreement achieved with the most motivated group of participants was superior.
... Gamification adalah metode yang mengadopsi elemen-elemen game digunakan untuk menyelesaikan permasalahan non-game yang bertujuan untuk meningkatkan motivasi dan retensi pengguna [2], [3]. Gamifikasi saat ini telah menjadi bagian dari gaya hidup masyarakat semua negara yang diterapkan dalam berbagai kegiatan masyarakat seperti perbelanjaan, hiburan, bisnis dan pendidikan [4]- [6]. Dalam pengertian yang lain Gamification merupakan suatu proses meniru suasana bermain permainan yang menyenangkan, yang bahkan hingga membuat ketagihan, sementara pemain disibukkan untuk menyelesaikan tugas-tugas non-permainan [5], [6]. ...
... Gamifikasi saat ini telah menjadi bagian dari gaya hidup masyarakat semua negara yang diterapkan dalam berbagai kegiatan masyarakat seperti perbelanjaan, hiburan, bisnis dan pendidikan [4]- [6]. Dalam pengertian yang lain Gamification merupakan suatu proses meniru suasana bermain permainan yang menyenangkan, yang bahkan hingga membuat ketagihan, sementara pemain disibukkan untuk menyelesaikan tugas-tugas non-permainan [5], [6]. Gamification berupaya menyatukan keterlibatan dan fungsionalitas untuk meningkatkan fungsi, produktivitas, dan kepuasan, untuk menciptakan pengalaman yang lebih , untuk mengarahkan perilaku , dan untuk menghasilkan dampak bisnis yang positif [7]. ...
Article
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Artikel ini melaporkan tentang kajian penelusuran mengenai perkembangan bidang gamification dalam 10 tahun terakhir. Sumber data diperoleh dari meta data publikasi jurnal ilmiah, tesis, dan disertasi dalam rentang tahun 2012 hingga 2022. Kajian ini menggunakan metode penelusuran literature review yang mengkombinasikan aplikasi Open Knowledge Map (OKM) dan Vos Viewer (VV) dimana data diolah dengan mengikuti prosedur aplikasi yang digunakan kemudiaan dianalisis. Hasil kajian ini menyajikan pemetaan dan analisis peluang-peluang riset masa depan terkait gamification dan bagaimana keterkaitan antar penelitian dalam membentuk state of the art penelitian. OKM digunakan untuk memetakan kluster-kluster bidang gamification, sedangkan VV berperan untuk melihat kluster gamifikasi dengan analisis dan sumber yang berbeda. Berdasarkan hasil analisis, terdapat kecenderungan sub bidang gamification design menjadi topik yang memiliki literatur terbanyak, terkini dan te relasi dengan beberapa sub topik. Untuk itu peluang penelitian di sub bidang ini masih terbuka luas dan masih perlu untuk dikembangkan.
... Gamification is an approach/method/model that is the game field approach to solving problems related to business, education, economics, society, entertainment, and others. The primary purpose of gamification is to motivate and stimulate system users to be more involved in the gamified system [21], [22]. There have been many studies related to gamification in several fields, including education [19], [20], health [23], and business [24]. ...
Article
This study aims to analyze the role of gender, age, retention, and motivation on the high and low opportunities of potential customers using the K-means clustering approach and gamification octalysis. This research resulted in several new knowledge contributions. Female customers are the most potential customers in a retail company. On the other hand, male customers are the least potential customers. The motivation to buy is relatively high across all genders and ages, as evidenced by the average "core drive" score, which tends to be high in the customer cluster segment with various age groups. The amount of customer motivation to buy products does not affect purchase retention, which several factors outside this study can cause. Based on customer expectation and customer impression data, low-price offers and product discount offers are dominantly in demand by customers, and this is also in line with the core drive "development" and "scarcity" scores which tend to be high. The age maturity of customers is directly proportional to purchase retention, and this is entirely rational when considering the buying ability of customers where the more mature age group has a higher purchasing power.
... Kappen and Nacke (2013) found that the failure of gamification is due to bad user experience. Gradually increasing feelings of being controlled remove the fun experience and build a lack of trust among users (Kasurinen and Knutas, 2018). Status, rewards, rivalry, and accomplishment are all important game dynamics (Zichermann and Cunningham, 2011), and the provision of some form of payoff for the achievement of specific goals represents the most fundamental aspect of game mechanics (Zichermann and Cunningham, 2011). ...
Article
Gamification is a strategy, methodology, or activity that has picked up pace over time and has been successfully deployed in organizations. Despite massive efforts to capture the success of the deployment of gamification in implementing innovation, its failure in this regard has hitherto been ignored. Until recently, it has been difficult to understand such failure from a contributing factor perspective. In bridging this gap, we conducted our study through the lens of problematization and social cognitive theory. We drew qualitative data from the field by recording the experiences and observations of stakeholders involved in attempting and failing to implement gamified projects in the retail industry. Our qualitative analysis was aimed at developing a signposting suited to help firms answer the fundamental question of “Why does gamification fail as an innovation strategy?” Our results highlighted four main factors that lead to the failure of gamified projects: a) self-efficacy, b) immersive dynamics, c) the personalization privacy paradox, and d) disengagement. Our study offers a conceptual framework suited to act as a guidebook for firms and consultants who wish to implement various gamified solutions at various stages. Further, we discuss the implications of our findings and propose future research perspectives.
... Moreover, it has been concluded that the use of GAM in e-banking affects the behavior of individuals by facilitating customer engagement [13]. In addition to these, GAM is used in education [32,94], the field of health [75], the logistics industry [108,134], psychology and neuroscience [99], banking industry [11,13], tourism [1,12,21,22,137,138], museum [81], e-commerce [8,14,15,49,57,80,120]. ...
Article
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Businesses add gamification to their mobile shopping applications to increase customer interaction and their continuance intention. It has been observed that, with gamification based mobile shopping activities, consumers have positive experiences, and their customer loyalty has increased. Therefore, it is crucial to research the effects of gamification content used in mobile shopping applications on consumers’ tendencies to use or not use technology. This research aims to determine the effect of gamification activities offered in mobile shopping applications on users’ perceived ease of use, perceived usefulness, attitude, and intention using the Technology Acceptance Model (TAM). The research used a convenience sample of 442 mobile shopping applications users living in Turkey and an online survey method was used to collect the research data. Considering the analyses of the research, the relationship levels between the variables were determined. There are significant relationships between PEOU and GAM (r = .939), PU and PEOU (r = .874), ATT and PU (r = .827), INT and ATT (r = .969). Reliability and validity analyses were applied. The factor loadings of the scales, and AVE value above .50, Cronbach’s Alpha (Cα), and CR value above .70 were considered statistically reliable and valid. The technique of structural equation modeling (SEM) was used to estimate the variables' effect and mediation levels. Then, it was found that perceived ease of use had a positive and significant mediating effect (β = .339) between gamification and attitude variables. Similarly, perceived usefulness had a positive and significant (β = .827) mediating effect between gamification and attitude variables.
... Empirical research on the effects of game elements on psychological need satisfaction is limited (Bitrián et al., 2021; although recent studies do call for more understanding of engagement with gamification; Fang et al., 2017;Ho & Chung, 2020). In the domain of education (Kasurinen & Knutas, 2018;Koivisto & Hamari, 2019;Seaborn & Fels, 2015), identify the need for more advanced classroom technology that adapts to modern students' needs (Montazami et al., 2022;Young, 2016). Furthermore, technology should be fit for purpose. ...
Article
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Educators have incorporated technologies designed to “gamify” or increase the fun and reward of classroom learning, but little is known about how these resources can be employed to create positive learning climates. Informed by self-determination theory (SDT), two experiments investigated a number of strategies teachers can use to frame one such technology, the student response system (SRS), when they use it as an educational tool to enhance its fun and contribution to positive learning environments. Participants (n = 30) in a pilot experiment were randomly assigned to a 2-month experiment that showed that using SRS versus non-technology-based learning increases academic well-being. A primary study (n = 120 students) experimentally manipulated the use of SRS with and without motivational framing strategies that were anticipated to enhance its effects, specifically by employing teamwork, friendly competition between students, and giving students a choice to participate. Results showed that motivational framing strategies enhanced students’ need satisfaction for autonomy (sense of choice), competence (sense of efficacy in relation to learning), relatedness (to others in the classroom), and academic well-being (interest and engagement). In short, the use of interactive technology and how it was implemented in class was vital for enhancing students’ learning outcomes.
... Gamification is popular in many application contexts, including education (Graham et al., 2020;Kasurinen & Knutas, 2018), and CTF is a flagship example of gamifying cybersecurity training. In a CTF game, the trainees solve cybersecurity assignments that yield flags: textual strings that are worth points. ...
Preprint
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Cybersecurity professionals need hands-on training to prepare for managing the current advanced cyber threats. To practice cybersecurity skills, training participants use numerous software tools in computer-supported interactive learning environments to perform offensive or defensive actions. The interaction involves typing commands, communicating over the network, and engaging with the training environment. The training artifacts (data resulting from this interaction) can be highly beneficial in educational research. For example, in cybersecurity education, they provide insights into the trainees' learning processes and support effective learning interventions. However, this research area is not yet well-understood. Therefore, this paper surveys publications that enhance cybersecurity education by leveraging trainee-generated data from interactive learning environments. We identified and examined 3021 papers, ultimately selecting 35 articles for a detailed review. First, we investigated which data are employed in which areas of cybersecurity training, how, and why. Second, we examined the applications and impact of research in this area, and third, we explored the community of researchers. Our contribution is a systematic literature review of relevant papers and their categorization according to the collected data, analysis methods, and application contexts. These results provide researchers, developers, and educators with an original perspective on this emerging topic. To motivate further research, we identify trends and gaps, propose ideas for future work, and present practical recommendations. Overall, this paper provides in-depth insight into the recently growing research on collecting and analyzing data from hands-on training in security contexts.
... To find the studies which are covered in an immersive learning environment field, the journal publication scope must be set for finding the related studies to be used for the review. In this paper, the authors have gathered the studies from the web of Science Core Collection database as it is one of the most highly significant databases that collected high-quality researches and frequently used as the source database in scientific trends analysis (Ale Ebrahim et al., 2019;Chen et al., 2016;Kasurinen and Knutas, 2018). The top 10 journals from journal ranking of the E-learning subject category in the Index of Social Sciences Citation Index (SSCI) have been selected. ...
Article
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Immersive Learning Environments (ILE) has been applied in many learning disciplines as a tool for providing a virtual interactive learning environment. With the advantages of ILE that could provide a playful and active learning experience in the learning processes, the ILE has been considered as another effective learning methodology using in learning processes together with the ubiquitous learning that provides the ease of access to the learners and encourage with self-learning management. This paper reviewed the ILE related 75 studies which were collected from the web of Science database, then discovered the insights of the collected studies about the application of the ILE in various learning disciplines. The insights of integrating the adaptive learning experience toward the collected studies are discovered to present the ideas of ILE application with adaptive learning experience toward various learning disciplines. The review of ILE studies may provide the benefits for the education researchers by finding the technology used in the ILE studies, finding the ideas for integrating adaptive learning with ILE, and discovering new perspectives and ideas for studying and researching in the learning context.
... In research areas it reflects a trend in proof-ofconcept systems and theoretical works on the different notions and elements, simultaneously the trend is registered in its implementation in e-learning applications [34] , in the same way it is related to augmented reality, object recognition and virtual over-positioning in reality, managing to improve the interactivity of the gamification model causing improvements in the teaching/learning process [29] . ...
Article
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p>Augmented reality, gamification and m-learning occupy today an important place in education, given the advantages that the use of mobile technologies has brought, independently or in combination with other technological scenarios and different devices that affect the teaching and learning of disciplines or that serve as a bridge to improve various processes mediated by ICT in teaching and/or learning. In this sense, the article presented here shows an analytical study that was developed under an exploratory, descriptive and interpretative methodology of the categories augmented reality, gamification and m-learning, based on a characterization in the databases, a literature review was conducted in the main databases such as Science direct, Scopus and web Science, obtaining 100 reference articles. Thus, it was found that these three categories determined as teaching strategies significantly influence motivation, interest in knowledge, retention and understanding of information for the development of teaching and learning processes. The method used allowed to develop the description of the panorama about the use of augmented reality, m-learning and gamification in elementary, middle and higher education.</p
... Research on gamification in education has exponentially increased over the past ten years (Kasurinen & Knutas, 2018). For example, Sánchez-Mena and Martí-Parreño (2017) found that 16 teachers who implemented gamification through educational video games perceived that their students' engagement increased and that the approach facilitated their learning more comprehensively when compared to more traditional methodologies. ...
Article
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This mixed-methods study explored 30 EFL teachers’ perceptions of online student response systems (OSRSs) in emergency remote teaching settings. Data were collected using a survey addressing components related to the acceptance and use of OSRSs and semi-structured interviews. Survey findings revealed that OSRS components are regarded as helpful and engaging by EFL teachers. At the same time, interview data identified drivers (ease of use, increased student engagement, and immediate feedback) and obstacles (internet connection issues, lack of training, and distractive elements) concerning OSRS use. Pedagogical implications refer to the need for EFL teachers to receive proper training before using OSRSs and the benefits of accepting the gamified aspects of OSRSs as a significant feature that can support learning.
... Suatu pendekatan yang menggunakan komponen game guna menyelesaikan masalah non game didefinisikan dengan istilah gamifikasi. Gamification merupakan penerapan elemen game dalam sistem untuk meningkatkan partisipasi pengguna, motivasi untuk tetap menggunakan sistem tersebut atau tingkat retensi untuk mempertahankan pelanggan yang ada [5]. Selain itu gamifikasi adalah upaya merancang sistem informasi untuk memberikan pengalaman dan motivasi yang sama seperti game, yang diupayakan untuk mempengaruhi perilaku pengguna [6]. ...
Article
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An event is an activity carried out to celebrate a certain moment, whether it is held in public or private. In recent years, Events have been used as a business object and already have a sizeable market. Online events are expected to continue to be a trend that will develop in the future. However, on the other hand, there are still problems faced by both the organizers and the general public, namely difficulties in disseminating and obtaining information related to an event and coordination of ticket sales that has not been maximized. The purpose of this research is to provide an information system solution for organizing an online event in the form of designing a marketplace information system that can be used as a forum for all events spread across various platforms to be centralized into one platform. The information system design method used is the waterfall method with the concept of gamification to maintain and increase user loyalty. The results of this study are in the form of an information system design that can handle event sales and purchase transactions in which users and event organizers can be connected to each other.
... Another future direction is increasing intrinsic motivation via various elements of making the exercise a fun activity, such as gamification in the health tourism industry. Gamification reinforces and improves behaviours and user capacities, focusing on learning and health (Kasurinen & Knutas, 2018). In the context of digital health, gamification is typically employed in health and wellness apps related to selfmanagement, disease prevention, medication adherence, medical education-related simulations, and some telehealth programmes. ...
... A little less common is the mapping of the geographical distribution of the primary study author countries and evaluating the primary studies in terms of validity and reliability. Publication trends in gamification: A systematic mapping study by Kasurinen and Knutas (2018) is an example of a systematic mapping study focused on research questions such as these. Second, systematic mapping studies may also include other, more domainspecific research questions. ...
Article
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A systematic mapping study is a type of secondary study with the goal of providing an overview of a subject as it is reported in primary studies. A systematic map often describes research trends over time, uncovers possible research gaps and focus points, and provides a synthesis of the chosen subject. We believe that while a systematic mapping study should not be the sole research method for a researcher, it is a noteworthy candidate for one of the first research methods in a researcher's career. In this study, we argue for and against utilizing a systematic mapping study as one of the first research methods in information systems research and provide accessible guidelines for conducting a systematic mapping study. Although these instructions are for educators, we have strived to communicate these guidelines for an undergraduate or graduate thesis writer by providing examples of other mapping studies, giving our opinions on the numbers of primary studies regarding each step of the mapping process to manage a feasible workload, and presenting hints and tips on applicable tools.
... The suggested technique for protecting various medical images has a considerable key space and a high key sensitivity. It also has broader applicability than other fuzzy edge map approaches [26]. ...
Article
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Among the most sensitive and important data in telemedicine systems are medical images. It is necessary to use a robust encryption method that is resistant to cryptographic assaults while transferring medical images over the internet. Confidentiality is the most crucial of the three security goals for protecting information systems, along with availability, integrity, and compliance. Encryption and watermarking of medical images address problems with confidentiality and integrity in telemedicine applications. The need to prioritize security issues in telemedicine applications makes the choice of a trustworthy and efficient strategy or framework all the more crucial. The paper examines various security issues and cutting-edge methods to secure medical images for use with telemedicine systems. This is an open access article under the CC BY-SA license.
... A review of gamification literature supports a lack of emphasis on contextual variables in gamification research. According to the success of gamification is "very context-dependent, due to the various intrinsic and extrinsic motivators involved with the different activities" (Kasurinen and Knutas, 2018). Fashion is a relevant context to frame given that the fashion industry is becoming a fertile ground for the integration of digital tools within the experience of consumers (Cantoni and Kalbaska, 2019). ...
Article
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The COVID-19 pandemic has devastated the world economy, affecting many industries. Given the growing inadequacies of traditional marketing communication channels in the digital age, fashion retailers are looking at innovative ways of communicating with consumers. Gamification’s efficacy as a marketing communication’s tool can be linked to its potential to satisfy users’ intrinsic needs, ostensibly through evoking a pleasurable consumer experience via autotelic use reminiscent of videogame engagement. The goal of this study was to investigate the use of gamification in the fashion retail industry. A qualitative approach was followed by means of an exploratory research design. Judgement sampling was used to identify a total of 25 participants from whom data was gathered by means of conducting three focus groups. Data was analysed by means of the Morse and Field approach using Atlas.ti. The results indicate that consumers are aware of gamification and enjoy using it, describing it as a fun and enjoyable experience. Consumers’ primary motivation for using gamification applications is to gain financial benefit in the form of discounts, vouchers, points or rewards. The dominant challenges identified with using gamification applications are that they do not provide a user-friendly interface, as well as privacy and security concerns and connection issues.
... Integrating gamification into classroom instruction has become an emerging pedagogical tool. Kasurinen et al. [7] analyzed 1164 gamification studies and found that education was the most common theme among them, and that studying how to improve students' motivation to learn was a popular research topic in gamification instructional research. Similarly, Dalmina et al. [8] analyzed 70 studies related to the field of gamification, indicating that the concept that gamification could enhance learning motivation is a hot topic and that future research needs to focus on evaluating the effects of gamification instruction. ...
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With the popularity of online education, multiple technology-based educational tools are gradually being introduced into online learning. The role of gamification in online education has been of interest to researchers. Based on learners’ visual, auditory, and kinesthetic (VAK) learning styles, this study uses an empirical research method to investigate the behavioral intention of students to participate in online gamified classrooms in selected universities located in Guangdong province and Macao. The main contributions of this study are to focus on the impact that differences in learning styles may have on the behavioral intentions of learners and to include the “perceived learning task” as an external variable in the theoretical framework. The main research findings are: perceived usefulness and enjoyment are partially mediated between VAK learning styles and the intention to participate in online gamified classrooms; and perceived learning tasks are partially mediated between perceived usefulness and the intention to participate in online gamified classrooms. According to the findings and the Technology Acceptance Model (TAM), this study constructs the Technology-Learning Behavior Acceptance Model (T-LBAM) to explore the intrinsic influencing factors of students’ intention to participate in gamified online classes and makes suggestions for future online gamification teaching.
... A szakirodalmi feltárás arra enged következtetni, hogy a komoly játékokat és azok hatását leggyakrabban számítástechnikai oktatás, fenntarthatóság és motivációs eszközök kapcsán vizsgálják. Az elméleti kutatások többnyire az alkalmazhatóság témaköreit járják körbe, míg oktatási témában leginkább e-learning témakörben találkozhatunk vele (Kasurinen & Knutas, 2018). Jelen tanulmány kimondottan egy komoly játék gyakorlati vizsgálata által igyekszik hozzáadott értéket teremteni a téma szakirodalma számára. ...
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A játékosítás számos tudományterületen felkeltette már a kutatók érdeklődését, hiszen a pedagógiától kezdve, az orvostudományokon át az üzleti tudományokban is alkalmazott módszertannak számít. A játékosítási törekvések zászlós hajói a komoly játékok (serious games), melyek, habár a felsőoktatási intézmények rendelkezésére állnak, használatuk sok esetben nagyobb pénzügyi befektetést igényel, valamint a játékok tartalma csak korlátozottan testre szabható. Jelen tanulmány célja, hogy egy saját fejlesztésű, szabadon hozzáférhető és tartalmában is módosítható komoly játékot teszteljen az üzleti tudományok területén a felsőoktatásban tanuló hallgatók nagyszámú mintáján. A hallgatók elégedettségének és játék­ élményének felmérése, a játék tesztelése, ezt követően pedig a visszajelzések begyűjtése lehetőséget biztosít arra, hogy betekintést nyerhessünk a hallgatók játékosítással kapcsolatos nézeteibe. A kutatásban alkalmazott online kérdőíves meg- kérdezésben több mint 800 hallgató vett részt. Az adatokat IBM SPSS szoftver segítségével elemezték. Az eredmények arra utalnak, hogy a hallgatók egyetemi keretek között még mindig inkább hagyományos edukációs tartalmat várnak és bizonytalanokká válnak, ha ehelyett inkább szórakoztató tartalmat kapnak.
... However, these courses still present symptoms of low student engagement and lack of motivation to complete course tasks [3]. Given this context, gamification is regarded as a promising strategy to help overcome this problem, according to the positive results observed in other educational settings [4], [5]. ...
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Reward-based gamification strategies are proposed as a promising technique to increase student engagement in Massive Open Online Courses (MOOCs), following its success in other small-scale educational settings. However, these strategies imply a number of orchestration tasks (e.g., design, management) that are usually carried out by instructors, and which may hinder their use and adoption. Furthermore, some MOOC distinctive features (e.g., scale, 24/7 availability, etc.) have considerable implications on how these gamification strategies are orchestrated, resulting in an unmanageable instructors’ workload in cases of manual operation. Therefore, an eventual adoption of gamification in MOOCs calls for automatic systems capable of decreasing the additional workload of instructors. The limitations identified in the current solutions (e.g., non-usable graphical interfaces, inflexible gamification designs) led us to propose and develop a new gamification system named GamiTool. An evaluation with 19 MOOC instructors and gamification designers showed the high design expressiveness, usability and potential for adoption of GamiTool. Hence, GamiTool can be used by instructors to improve students’ engagement, and also, by researchers to keep understanding the effects of gamification in MOOC settings.
... For example, some DMOs in Thailand and Germany, according to Xu et al. (2017), employ gamification to promote their tourism attractions and enhance the visiting experience of museums. In addition, certain airlines also use it to build passenger loyalty by giving them Airmiles and making it possible to spend them on buying new tickets or even staying at some hotels in different destinations (Kasurinen & Knutas, 2018). ...
Thesis
La croissance rapide de l'industrie du tourisme a créé des défis importants en matière de marketing touristique pour de nombreuses destinations. Les destinations touristiques doivent se concurrencer pour attirer de nouveaux touristes ou persuader les précédents de renouveler leur visite. En conséquence, ils doivent imaginer une image tentante pour leur marché cible. Par conséquent, l'image de la destination est un concept marketing crucial qui joue un rôle central dans la compréhension de la sélection de la destination (Baloglu & McCleary, 1999). A l’origine, Echtner et Ritchie (1991) définissent l'image de la destination touristique comme un ensemble de qualités fonctionnelles (utilitaires) liées au comportement touristique, telles que les infrastructures touristiques, les attractions et la tarification des produits touristiques (Echtner & Ritchie, 1993 ; P. Pearce, 1982). Cependant, de nombreux autres facteurs influents peuvent jouer un rôle important. Cette recherche de doctorat en philosophie (PhD) explore le rôle des événements et des innovations culturelles (telles que la gamification) dans l'amélioration de l'image de la destination touristique en étudiant leurs impacts, car l'image peut affecter directement le choix de la destination touristique (Beerli et al., 2007 ; Crompton, 1992 ; MacKay & Fesenmaier, 1997 ; Seddighi & Theocharous, 2002 ; Sirakaya et al., 2001 ; Um, 1998 ; Walmsley & Young, 1998).Les événements, en particulier les plus petits, pourraient être considérés comme l'un des outils utilisés en faveur des destinations touristiques lorsqu'elles sont en concurrence avec d'autres. Cependant, une grande partie de l'attention a été concentrée sur des événements à grande échelle ou méga-événements, avec peu de connaissances ou de compréhension des contributions apportées par leurs homologues beaucoup plus petits. Les événements culturels locaux, contrairement aux méga-événements, nécessitent peu d'investissements ou de développement d'infrastructures (Gursoy et al., 2004), ce qui les rend facilement accessibles aux milliers de petites lieux qui cherchent à renforcer leur image.Outre les événements, les innovations culturelles dans les destinations touristiques deviennent un nouveau mot à la mode dans les destinations ; la gamification fait partie des tendances qui pourraient aider les destinations dans cette compétition, notamment en ce qui concerne le goût des nouvelles générations (Gen Y et Z). Cependant, comme il s'agit d'un nouveau sujet, peu d'études ont été utilisées pour analyser le résultat de cette tendance et si la gamification peut aider les destinations à améliorer leur image. L'objectif global de cette thèse est d'offrir des informations solides sur la façon dont les destinations peuvent améliorer leur image et attirer plus de touristes en utilisant des moyens créatifs, dans les dimensions qui viennent d’être évoquées. De plus, les événements culturels et les innovations, populaires dans de nombreux endroits, ont de bons résultats en matière d'économie, de socialisation et de culture et sont considérés comme des outils pratiques. En conséquence, les organisations de marketing de destination (OMD) et les décideurs auront plus d'informations et de connaissances sur ce domaine d'étude et d’arguments pour soutenir leurs processus de prise de décision. Ce domaine spécifique est actuellement sous-étudié et a sa place dans l'étude plus large de l'industrie du tourisme et des impacts des événements. En conséquence, cette thèse tente d'enrichir la littérature théorique et méthodologique en se concentrant sur la question des événements et des innovations culturelles ; comment peuvent-ils contribuer efficacement à l'amélioration de l'image des destinations et les rendre plus attrayantes ou tentantes pour les touristes ?
... Especially in an education context, it has been demonstrated that gamification can greatly increase students' learning motivation and facilitate the learning effect [9]. Similarly, practices in other areas show that gamification can effectively improve user experience, and increase user acceptance, motivation and participation [40,41]. Compared with the traditional game mode, multimodal gamification can further enhance users' pleasant experience and provide effective support for user interaction [42]. ...
Article
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Recent developments in brain–computer interface (BCI) technology have shown great potential in terms of estimating users’ mental state and supporting children’s attention training. However, existing training tasks are relatively simple and lack a reliable task-generation process. Moreover, the training experience has not been deeply studied, and the empirical validation of the training effect is still insufficient. This study thusly proposed a BCI training system for children’s attention improvement. In particular, to achieve a systematic training process, the attention network was referred to generate the training games for alerting, orienting and executive attentions, and to improve the training experience and adherence, the gamification design theory was introduced to derive attractive training tasks. A preliminary experiment was conducted to set and modify the training parameters. Subsequently, a series of contrasting user experiments were organized to examine the impact of BCI training. To test the training effect of the proposed system, a hypothesis-testing approach was adopted. The results revealed that the proposed BCI gamification attention training system can significantly improve the participants’ attention behaviors and concentration ability. Moreover, an immersive, inspiring and smooth training process can be created, and a pleasant user experience can be achieved. Generally, this work is promising in terms of providing a valuable reference for related practices, especially for how to generate BCI attention training tasks using attention networks and how to improve training adherence by integrating multimodal gamification elements.
... In research areas it reflects a trend in proof-ofconcept systems and theoretical works on the different notions and elements, simultaneously the trend is registered in its implementation in e-learning applications [34] , in the same way it is related to augmented reality, object recognition and virtual over-positioning in reality, managing to improve the interactivity of the gamification model causing improvements in the teaching/learning process [29] . ...
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p>Augmented reality, gamification and m-learning occupy today an important place in education, given the advantages that the use of mobile technologies has brought, independently or in combination with other technological scenarios and different devices that affect the teaching and learning of disciplines or that serve as a bridge to improve various processes mediated by ICT in teaching and/or learning. In this sense, the article presented here shows an analytical study that was developed under an exploratory, descriptive and interpretative methodology of the categories augmented reality, gamification and m-learning, based on a characterization in the databases, a literature review was conducted in the main databases such as Science direct, Scopus and web Science, obtaining 100 reference articles. Thus, it was found that these three categories determined as teaching strategies significantly influence motivation, interest in knowledge, retention and understanding of information for the development of teaching and learning processes. The method used allowed to develop the description of the panorama about the use of augmented reality, m-learning and gamification in elementary, middle and higher education.</p
... In research areas it reflects a trend in proof-ofconcept systems and theoretical works on the different notions and elements, simultaneously the trend is registered in its implementation in e-learning applications [34] , in the same way it is related to augmented reality, object recognition and virtual over-positioning in reality, managing to improve the interactivity of the gamification model causing improvements in the teaching/learning process [29] . ...
Article
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p>Augmented reality, gamification and m-learning occupy today an important place in education, given the advantages that the use of mobile technologies has brought, independently or in combination with other technological scenarios and different devices that affect the teaching and learning of disciplines or that serve as a bridge to improve various processes mediated by ICT in teaching and/or learning. In this sense, the article presented here shows an analytical study that was developed under an exploratory, descriptive and interpretative methodology of the categories augmented reality, gamification and m-learning, based on a characterization in the databases, a literature review was conducted in the main databases such as Science direct, Scopus and web Science, obtaining 100 reference articles. Thus, it was found that these three categories determined as teaching strategies significantly influence motivation, interest in knowledge, retention and understanding of information for the development of teaching and learning processes. The method used allowed to develop the description of the panorama about the use of augmented reality, m-learning and gamification in elementary, middle and higher education.</p
... Tourism companies can significantly increase customer engagement, enhance customer purchase behavior, and foster visitor loyalty through gamified marketing [56]. Airlines use gamification to enhance customer engagement and loyalty to the company brand, thus improving the customer experience [29]. Tourists can obtain information about tourist destinations through gamified social media platforms, thus increasing their acceptance and willingness to use gamified platforms [5] [26]. ...
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Gamification has obtained increasing attention in a number of fields including management, marketing, education, and health care. In the tourism context, the users of online tourism services are fond of online application platforms that are enjoyable and interesting, where gamification can be applied. Besides, with the increasing types and amount of online tourism platforms, the user churn rate is very high. Therefore, it is crucial for online tourism platforms to keep the tourists from switching to other platforms and explore users’ motivations for using the platform. However, there are relatively few studies concerning the effects of the extrinsic motivation of gamification on users’ psychological needs for using online tourism platforms in detail. Based on self-determination theory and gamification literature, this research identifies four different types of extrinsic motivations and investigates their effects on users’ willingness to continue using gamified online travel platforms. Based on the questionnaire data, this research found that: 1) the four extrinsic motivations positively influence the satisfaction of consumers’ basic psychological needs, but have weaker impacts on competence needs; 2) the satisfaction of consumers’ three basic psychological needs is positively related to their intention to consistently use gamified travel platforms.
... This lack of difference in learning between the treatments dovetails with fairly equivocal findings regarding the usefulness of gamification to facilitate learning. Some reviews report positive successes (e.g., Kasurinen and Knutas, 2018;Subhash and Cudney, 2018), whereas others have mixed views. For instance, a review paper on social learning with collaborative serious games reports evidence for cognitive and normative learning, but relational learning is not sufficiently investigated to reach conclusive results (den Haan and van der Voort, 2018). ...
Article
Multi‐criteria decision analysis (MCDA) is well suited to address complex public policy problems but could benefit from new tools to involve many laypeople. Online information on specialized topics could be more engaging by including game elements. This paper reports an experiment that assessed a gamified interface to (1) inform laypeople about the objectives to consider in wastewater management decisions, (2) assist them in constructing range‐based preferences, and (3) provide a positive experience. We measured the effects with (1) a knowledge pre‐ and posttest, (2) the elicited weights and a range sensitivity index, and (3) an experience questionnaire based on self‐determination theory. Answers from 174 participants indicated that participants learnt about the objectives and constructed preferences in both the gamified and control treatments. However, in neither were weights sufficiently adjusted. Our gamification making the ranges salient did not help overcome this bias. Both treatments were experienced as neutral to positive, the gamified being more entertaining. We discuss implications: if gamification of tools for participatory decision‐making is to be promoted, it requires further research. Range insensitivity remains an unresolved bias in MCDA.
... Previous research reviews on gamification, such as [40,45,69], have summarized the positive findings on the effectiveness of gamification. Baptista and Oliveira [7] conducted a meta-analysis of gamification and serious games. ...
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Gamification is a new theme that has been applied in different fields and has contributed to different types of behavioural change. This paper aims to describe how gamification is adopted in the context of transportation. Methods We performed a systematic mapping of the scientific literature of Web of Science and retrieved 211 studies. After the inclusion and exclusion criteria were applied, 66 studies were selected. After the full texts were read, 30 studies remained to be analysed. Findings The results show that the most commonly used gamification elements are goals/challenges and points. Gamification provides support for outcomes such as changing travel behaviour, improving driving behaviour and encouraging bicycle commuting. The use of gamification has changed the behavior of travelers, promoted sustainable travel modes, encouraged safe driving, reduced carbon dioxide emissions and reduced energy consumption. Although gamification has achieved many positive results related to transportation, there are still many difficulties and challenges.
... In general, gamification aims to engage people through game elements such as competitions, feedback functions, or social elements in a non-gaming context [10,11]. Gamification can be efficiently used to motivate people by rewarding a certain behaviour, to influence people's attitude about a certain topic such as sustainability [12,13], to increase educational performance [14,15] and to promote desired behavioural changes [16]. The benefits of adding AR technology to support endeavours based on gamification is two-fold. ...
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The logistics and transport industry is currently facing the major challenge of having a global shortage of skilled workers. To address this challenge, this paper evaluates the application of gamification in combination with augmented reality (AR) as a new approach to attract the interest of people of all ages to the logistics sector. The aim of the paper is to determine whether a gamified AR-based application called Logistify is a feasible approach to make logistics jobs more attractive. We used a qualitative approach in three phases by collecting and analysing data from different perspectives of players, teachers, instructors, and programmers about the application: (1) analysing game characteristics with programmers and workshops instructors, (2) collecting feedback from players and teachers, and (3) evaluating game scores. The evaluation shows that gamification in combination with augmented reality is a promising tool to attract people to the logistics sector and to change their perception of logistics professions. It can be concluded that the gamified AR approach is capable of increasing interest in jobs in a particular sector.
... This research uses a gamification approach as a model platform to produce a model that attracts interest, increases retention, and motivates users [14]. Gamification is an approach to modeling non-game systems by adopting game components to create a more attractive system to increase user motivation and retention [15], [16], [17]. The model is focused on creating new collaboration-themed mechanics that are used to determine the player's steps in collaborating. ...
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This study aims to present an attractive collaboration platform to motivate SME players in collaborating activities to support their business development. Therefore, this article introduces the proposed new model, "Intelligent Silaturrahmi-based Gamification Mechanics (ISb-GM)." This model embodies the gamification mechanics of collaboration based on the cultural parameter of "silaturrahmi" found in previous research. The consideration of choosing this parameter is to increase the closeness of the relationship in collaboration. The model is also equipped with an intelligent system to extract the knowledge needed in the collaboration process. The parameter "silaturrahmi" serves as a reference for scenario mechanics to measure the collaboration performance of each player.The intelligent system functions to complement data extraction needs to provide recommendations for suitable SME partners to collaborate. This model is represented in a collaboration gamification prototype and experiments; it is proven to show performance effectively for collaborating media and measure the collaboration performance of each player.
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Innovative online interfaces informing and consulting citizens about their preferences for multicriteria decision analysis (MCDA) could make public decision-making more participatory. We propose a three-faceted learning for decision-making framework and used it to test newly-designed online weight elicitation interfaces. We investigated two features meant to enhance learning: fully-fledged gamification with a narrative, interaction with nonplayer characters, and ambient music, and learning loops (LL) using consistency checks of elicited weights and the challenge to resolve inconsistencies. We operationalized our framework with a novel systematic set of measure instruments providing complementary data types. We designed a 2 × 2 between-subject experiment with pre- and postquestionnaires. Answers from 769 respondents, representative of the Swiss population in age and gender, indicated that the interfaces successfully raised awareness about wastewater management. Gamification was helpful: respondents performed better in the factual learning test, and unexpected social learning occurred. However, gamification lowered the perception of process understanding. The LL were beneficial: objectively, respondents performed better in the factual learning test. However, respondents perceived the LL as cognitively demanding and their factual learning as lower. Our structured assessment highlighted the need for further research to investigate, for instance, high interpersonal variability and the disparities between tested and perceived learning. Measuring preference construction remains challenging; and social learning should be added to the assessment framework. Applying such structured assessment of learning outcomes to more traditional operational research interventions would provide a baseline for future comparison.
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The implementation of gamification in PFM apps has the potential to motivate users to engage in positive financial behaviors. However, several research gaps corroborate the need to investigate gamification in the financial domain further. To address these gaps, this systematic literature review comprehensively examines current research on financial behavior and gamification. This review utilizes the Theory, Context, Characteristics, and Methodology (TCCM) framework to provide a holistic understanding of financial behavior and gamification-related behavioral intention. A total of 53 articles published between 2018 and 2022 were analyzed to assess the present research landscape and provide directions for future studies. This review makes three key contributions: (1) synthesizes current research on financial behavior and gamification-related behavioral intention, (2) presents integrated conceptual models that elucidate financial behavior and gamification-related behavioral intention, and (3) identifies research gaps and suggests avenues for future investigation.
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Getting engaged organizational environments is a competitive advantage for companies. In these contexts, the use of game design elements seems promising. Gamification is a form of motivational design which, fundamentally, is a means of encouraging individuals to behave in a certain way. This study presents a systematic literature review to investigate the existing gamified solutions applied in organizational contexts to identify best practices to get effective gamification. Before defining the research protocol, an exploratory analysis was fulfilled to provide fundamentals to conduct the review itself. A total of 844 papers were initially found, 26 of which met the eligibility criteria and other 10 studies have been added by snowballing process. The results showed in which organizational contexts gamification can be applied, the main frameworks and processes, the leading game techniques and effects observed in gamified solutions. This systematic review can serve as a basis for developing new gamification projects in organizational environments.Keywordsgamificationreviewworkplaceorganizationcompany
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In the digital 21st-century, gaming has become the standard for cultural communication of the 25-40 year old employees and future graduates who will become employees of major companies and industries throughout the world. The business world has noticed this phenomenon and are adopting this gaming trending their workplaces for attracting their employees and improving their level of engagement and motivation in their work. Happy, engaged and highly satisfied employees work better and harder and stay in the organization for longer periods of time and prove beneficial for the sustainable growth of the organization in the global marketplace. Preliminary studies of how gaming precepts can foster these positive traits in employees. Methods Gamification has been identified as a good strategy for improving the performance of employees in the workplace. The gamification concept is utilizing the behavior of humans for indulging in the activities of games and combining it with work. Gamification introduces game-like activities into routine processes required of the employee. Studies were designed to examine the effect of gamification on the employees' satisfaction and loyalty factors in regards to their performance and dedication to the company. Results In the studies to date, gamification significantly influenced the employee's level of job satisfaction, his level of motivation, a rise in employee loyalty ratio. Thus, gamification supports a positive improvement of employee and long-term success of the organization. Implications The methods of gamification can be applied to all areas and aspects of the business world. Research needs to go deeper into developing appropriate models to be applied in different job areas. The result of gamification learning can be applied to problem-solving, mapping, social communication, teamwork and creativity.
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The purpose of gamification in cryptocurrencies is to improve user engagement through game-thinking (Kabita, 2020; Rodrigues et al., 2019). Yet, it is unclear whether participants are motivated by the desire to have fun or to generate money. This study intends to explore the elements that encourage people to participate in cryptocurrency gamification by analysing perceived enjoyment, perceived profitability, and demographic variables. Data was obtained from Thai nationals residing in Thailand who have invested in digital assets or plan to in the future. Using multivariate logistic regression, statistically significant factors were identified. The data indicate that Thai investors’ interest in cryptocurrency gamification increases with age and student status. Also, people are attracted to the gamification of cryptocurrencies since they may be both interesting and lucrative. The study argues that it is essential to assess the risks associated with the gamification of cryptocurrencies. This will ensure that individuals who wish to earn money do not lose it. In addition, the likelihood of financial exploitation through cryptocurrency gaming must be evaluated. This is required because the risk of individuals being victimised through scams increases as the number of persons who play these games grows.
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Müzeler toplumun birçok kesimine ulaşma kabiliyeti olan kültür mekânları iken alternatif boş zaman etkinliklerinde yaşanan çeşitlilik ziyaretçilerin müzelere olan ilgisinin azalmasına neden olmaktadır. Bu bağlamda müzeler teknolojinin getirdiği imkânlardan da faydalanarak eserlerini ziyaretçilere iletme noktasında yeni metodlar geliştirmektedirler. Müzelere adapte edilen bu yöntemler sayesinde, müze-ziyaretçi iletişimini daha dinamik hale getirmek mümkündür. Müzelerde deneyim kalitesini artırabilmek için uygulanabilen yöntemlerden biri olan “oyunlaştırma” dan bu anlamda yararlanılmaktadır. Günümüzde eğitim, sağlık, pazarlama, ekonomi, turizm gibi birçok alan da oyunlaştırma uygulamaları kullanılmaktadır. Oyunlaştırma bir sorunun üstesinden gelebilmek için oyun unsurlarının kullanıldığı ve insanların motive olmasını sağlayarak sorunları çözmeyi hedefleyen bir yöntemdir. Literatürde oyunlaştırmanın eğitim, pazarlama, sağlık, bankacılık ve insan kaynakları alanlarındaki oynadığı rol araştırılmıştır. Müzelerde ise oyunlaştırma kavramını müze uzmanları açısından ele alan araştırmaların kısıtlı olduğu görülmektedir. Literatürdeki bu eksiklikten yola çıkarak araştırmanın amacı müzelerdeki oyunlaştırma uygulamalarının etkinliğini sağlayan faktörlerin neler olduğunu müze uzmanları perspektifinden belirleyebilmektir. Araştırma verileri, Türkiye’deki oyunlaştırma uygulamalarının olduğu müzelerde çalışan müze uzmanlarından kartopu örnekleme yöntemiyle toplanmıştır. Bu bağlamda araştırmaya gönüllü olarak katılan 46 müze uzmanı ile görüşmeler gerçekleştirilmiştir. Görüşmeler sonucu elde edilen veriler MAXQDA programı ile analiz edilmiştir. Yapılan analiz sonucunda ideal bir oyunlaştırma uygulaması için yaş gruplarına uygun ve merak uyandıracak oyun kurguları belirlemenin oyunlaştırma uygulamalarının etkinliğini sağlamada önemli birer faktör olduğu belirlenmiştir.
Chapter
Moral courage has rarely been the focus of persuasive technologies. So far, few insights on persuasive strategies for moral courage exist, which mainly target a social psychological perspective but do not address game-based specifics. Against this background, we conducted an experimental study to identify game-related persuasive strategies. We show that the players’ experience of relatedness, i.e., social belonging and interactions with fictitious characters or other players, is key for enabling courageous altruistic behavior change, namely moral and civil courage, but not other forms of altruistic behavior, such as help-giving. We present large to medium effect sizes with an increase in the relationship between moral courage and relatedness over time. We conclude that persuasive technologies for moral courage require specific persuasion strategies. By addressing relatedness, users can negotiate social norms in a reciprocal relationship with the technology, and future persuasive games could contribute to increased moral courage and, thus, social justice.KeywordsMoral couragePersuasive gamesRelatednessPesuasive strategies
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Gamification is becoming more relevant, especially after the start of the COVID-19 pandemic and quarantine. The purpose of our paper is to analyse the changes which occurred in the effects of gamification on e-learning as a result of the COVID-19 quarantine emergence in the spring of 2020. This paper describes the scientific contributions about the game elements most frequently implemented and their effects on those that use e-learning platforms, as well as the factors that contribute to the development of effective gamification in e-learning before and during the pandemic. Drawing upon the PRISMA framework, a number of 103 articles were identified in two databases: the Web of Science and Scopus. This paper discusses the previous works associated with the corpus of knowledge built around gamification in the past decade. This research shows that before the COVID-19 pandemic, even though many papers were written on gamification in education prior to 2019, there is a trend regarding the multiple mentions of using storylines, challenges, or badges in order to create and maintain competition among users, which in turn may influence and increase the level of social interactions and the coalescence of communities.
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The goal of this study was a review of trends in non-invasive vocal fold assessment to identify the significance of acoustic analysis within the scope of proposed methods. A review protocol for selected relevant studies was developed using systematic review guidelines. A classification scheme was applied to process the selected relevant study set, data were extracted and mapped in a systematic map. A systematic map was used to synthesize data for a quantitative summary of the main research question. A tabulated summary was created to summarize supporting topics. Results show that non-invasive vocal fold assessment is influenced by general computer science trends. Machine learning techniques dominate studies and publications, i.e., 51% of the set used at least one method to detect and classify vocal fold pathologies.
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GADIMATH: Gamified Discrete Mathematics is an interactive two-dimensional mobile-based application in discrete mathematics working on the Android program. This application would work as an additional tool to strengthen the students' training in discrete mathematics. It would benefit students to observe particular rules, accomplish goals, and resolve problems. Upon using the application, students would experience enjoyment, interaction, and motivation while learning takes place. The problems and difficulties that the students encountered towards mastering learning competencies in mathematics are the instructions, school adjustments, and over-extended schedules. With all these difficulties and struggles, the proponent produces the GADIMATH's main features: user-friendliness, infotainment, authenticity, interactivity, learning support, portability, and changing environment. GADIMATH has seven functions: choose avatar, gameplay, backpack, shop, settings, help, and about that are merged to form a final and impeccable product.
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With regard to the contemporary discussion of gamifying processes in various domains, it is obvious that there exists a naive notion that simply adding leaderboards/pins/points/badges would lead to success. Even though other instances of gamification mechanics could actually perform better. The literature has not yet managed to prove whether different domains require different mechanics in order to impact on engagement and motivation. To address these critical issues, a literature review was conducted across six domains that examined game mechanics, including their uniqueness for gamification research. Findings show a myriad of mechanics with different sharing properties, which are more or less domain-congruent. These mechanics can be separated into four levels: general, mostly similar, partly similar and unique. The findings enable a better understanding of how to employ situation-congruent mechanics to a given context, which is important for both research and practice.
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While gamification research is multidisciplinary and has grown in popularity during the last decade, it still requires further evidence and direction on which and how much various game mechanics impact on cognitive, emotional, and behavioral outcomes in digital and physical servicescape contexts. To shed light on this problem, a novel perspective on sensory marketing and gamification was chosen. This chapter has discussed and analyzed the similarities and differences between sensory marketing and gamification, as well as what theoretical perspectives and practices gamification can borrow from sensory marketing. Six issues have surfaced that require more research on this matter: (1) The interaction effects, (2) Weight and impact, (3) Congruency, (4) Complexity, (5) (sub)Conscious/(non)visible elements, and (6) The causal chain. This chapter explains and discusses these issues and offers future research avenues.
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Ensuring continuity by increasing the satisfaction, loyalty, and experience of existing and new customers is an essential requirement in terms of long-term competition for businesses that offer omnichannel services. In this context, with the growth and spread of digital platforms, social media, and mobile technologies, the use of gamification processes, which are used extensively in service design, in omnichannel service systems comes to the fore. Gamification processes are used extensively in various non-game contexts to create a connection with users, and to influence and improve the behavior of actors in the ecosystem. Gamification, which creates positive and enjoyable experiences for customers through a gaming platform, plays a key role in the interaction between omnichannel customers and businesses operating in this field, who behave very differently from traditional customers. Customers will increase their demand from service providers. When they find service providers that offer the experience they want, they will become more loyal and profitable customers.
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Future Forums are multiphase user centered design workshops, with the early phases aiming to initiate discussions, that then leads to the co-design of game elements centered around aspects of code security. The same procedure was followed for each of the three Future Forums, each focusing to a slightly different theme around cyber security. By engaging code-citizens in discussions on cyber security that are rooted in their personal experiences and individual viewpoints, several themes emerged, such as the role of coder practices and ethical behavior in security while coding. Findings gave us a deep insight in the code-citizens' ecosystem during code development-both in terms of their individual beliefs and practices, and the practicalities they have to consider. Discussions were followed by the co-design and co-creation of game elements. The game elements code-citizens co-created allowed us to observe how code elements and code practices are represented with game elements, informing future designs of security oriented serious games. This paper discusses the implications these findings have to the design of cyber security oriented serious games, and to the wider HCI community working with similar methodologies.
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لا شك أن تطور التكنولوجيا وانفتاح الأفاق المعلوماتية وثورة الاتصالات افرزت العديد من التقنيات والأدوات التكنولوجية منها ما هو نافع ومنها ما يصنف في نواح الترفيه الا ان مبدأ اللعب ورغم انه مبدأ قديم فإنه خلال الأعوام الأخيرة ذات الاهتمام كثيراً به وبإعادة توظيفيه ليحقق أهداف أخرى غير هدف اللعب في حد ذاته، ومن ذلك الأهداف التعليمية. وقد جاء البحث في عدة محاور الأول تم عرض مشكلة البحث وأهمية دراستها واسئلة البحث وفروضه وحدوده، وجاء المحور الثاني ليعرض الإطار النظري للبحث وعرض مفهوم الالعاب التحفيزية (gamification) وخصائصها وتوظيفها في تعلم اللغات بشكل عام و في اللغة العربية للناطقين بها ، بما يتناسب مع متطلبات العصر ثم أثر ذلك في تنمية الدافعية لدى الدارسين لها ، وجاء المحور الثالث ليعرض الدراسات السابقة التي استفاد منها البحث ، أما المحور الرابع فخصص لعرض تجربة البحث ثم نتائج البحث والرد على التساؤلات والفروض، و المحور الخامس جاء بتوصيات البحث والمقترحات التي يمكن الاستفادة منها. وقد هدف البحث الى قياس أثر توظيف الألعاب التحفيزية في تعليم مهارات اللغة العربية للناطقين بغيرها على زيادة دافعية التعلم لديهم. وجاءت عينة البحث من عينة عشوائية من الطلاب الوافدين غير الناطقين بالعربية بجامعة الأزهر وعددهم (40) طالب. وتم اختيار العينة بطريقة عشوائية من طلاب وافدون بكلية التربية جامعة الأزهر بمدينة نصر، وتم تقسيمها إلى مجموعتين الأولى تجريبية درست المحتوى الإلكتروني بالألعاب التحفيزية والثانية ضابطة درست بالطريقة التقليدية المعتادة. وقد توصل البحث الى مجموعة من النتائج من أهمها: وجود فاعلية لتوظيف الألعاب التحفيزية (gamification) في تنمية التحصيل المعرفي لتعليم اللغة العربية للناطقين بغيرها وكذا في زيادة الدافعية للتعلم لديهم، ويوصى البحث باستخدام وتوظيف الألعاب التحفيزية في تدعيم رسالة اللغة العربية للناطقين بغيرها مما يعمل على زيادة انتشار اللغة والاقبال عليها بين جمهور المستفيدين. والتوسع في توظيف الألعاب التحفيزية على باقي المهارات اللغوية في تعليم اللغة العربية للناطقين بغيرها (الاستماع – التحدث – القراءة – الكتابة).
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Gamification is gaining in popularity and is increasingly showing potential to benefit humans. Numerous applications have been developed but more research is required on the key motivational factors responsible for user adherence. The purpose of this research is to investigate strategies to encourage people in adopting a healthy lifestyle using gamification and identifying the key factors responsible for retaining users. The research will not be limited to certain activities such as gym or sports but motivates people to emphasize on small activities, for example, doing household work, walking and many others. This research endeavors to develop an application using Unity and C# which is a real-time platform supported by iOS and Android. The research focuses on Behavior Change Techniques and Self-Determination Theory to tackle the issue of user adherence.KeywordsGamificationUser retentionBehavior change techniquesGame applicationHealthy lifestyle
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The present conditions of human life are more comfortable than that in the past. A huge number of modern technologies are available today because of the rapid development of information technology, which contributes to the flourishing of human life. Such modern technologies have led to the creation of Gamification, which is a new approach in information technology. In this paper we review the literature on Gamification from different perspectives and then explore the key elements of Gamification that positively affect learning when applied to any application. In addition, we discuss how the effectiveness is influenced when the implementation of Gamification in enterprises is stopped. Finally, we present an overall figure to illustrate all of the elements of Gamification according to previous research and consequently make the learning more effective as well as build an enjoyable learning environment for students.
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The objective of this report is to propose comprehensive guidelines for systematic literature reviews appropriate for software engineering researchers, including PhD students. A systematic literature review is a means of evaluating and interpreting all available research relevant to a particular research question, topic area, or phenomenon of interest. Systematic reviews aim to present a fair evaluation of a research topic by using a trustworthy, rigorous, and auditable methodology. The guidelines presented in this report were derived from three existing guidelines used by medical researchers, two books produced by researchers with social science backgrounds and discussions with researchers from other disciplines who are involved in evidence-based practice. The guidelines have been adapted to reflect the specific problems of software engineering research. The guidelines cover three phases of a systematic literature review: planning the review, conducting the review and reporting the review. They provide a relatively high level description. They do not consider the impact of the research questions on the review procedures, nor do they specify in detail the mechanisms needed to perform meta-analysis.
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There is an increasing number of scientific articles being published, which makes tracking the state of the art more time-consuming. There are software tools available to help with systematic mapping studies in a field of science, but most of these tools are closed source and involve several manual time-consuming steps that could be automated further. We present an open solution as a cloud-based design for bibliographic analysis that makes the research method available for a wider audience.
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Evolution in technology has ushered in games consoles, android devices and computer games into our daily lives. The applications has contributed to the rise of interaction with games; making it an addictive part of people's lives. By using the game design elements in non-game contexts, gamification is created. Although gamification has been surging in many fields, due to its effectiveness in engaging and attracting the users, it remains unclear whether a meaningful gamification able to influence the users' cognitive processing capabilities, especially in the field of education. Therefore this paper looks into several studies carried out in games, gamification in cognitive element, and discuss about improving students' cognition and creating a meaningful gamification in learning science and mathematics.
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Research dealing with various aspects of* the theory of planned behavior (Ajzen, 1985, 1987) is reviewed, and some unresolved issues are discussed. In broad terms, the theory is found to be well supported by empirical evidence. Intentions to perform behaviors of different kinds can be predicted with high accuracy from attitudes toward the behavior, subjective norms, and perceived behavioral control; and these intentions, together with perceptions of behavioral control, account for considerable variance in actual behavior. Attitudes, subjective norms, and perceived behavioral control are shown to be related to appropriate sets of salient behavioral, normative, and control beliefs about the behavior, but the exact nature of these relations is still uncertain. Expectancy— value formulations are found to be only partly successful in dealing with these relations. Optimal rescaling of expectancy and value measures is offered as a means of dealing with measurement limitations. Finally, inclusion of past behavior in the prediction equation is shown to provide a means of testing the theory*s sufficiency, another issue that remains unresolved. The limited available evidence concerning this question shows that the theory is predicting behavior quite well in comparison to the ceiling imposed by behavioral reliability.
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This paper reports the insights of the experience of designing and deploying the MOOC Digital Education of the Future, which was deployed in the platform MiríadaX in early 2013. This MOOC was delivered by several professors from the Universidad Carlos III de Madrid and was supported by several external social tools that promoted the creation of a community of learners as part of it. The contribution of this study is a list of insights and recommendations about both the design and deployment of MOOCs. These insights and recommendations are built upon those presented in previous works by the authors. The design recommendations include information about the overall course structure, the assessment activities, the certification of the course, and the use of complementary social tools. The deployment recommendations mainly focus on the role of the teaching staff when running the course and on the importance of social tools and communication tools as a mechanism for participant engagement throughout the course. These recommendations aim to be useful for other practitioners, instructional designers and policy makers addressing the challenge of designing and deploying a MOOC from scratch.
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The developments in game industry and service design have led to an increased use of so-called game mechanics to drive customer retention and engagement outside the realm of, what can traditionally be seen as, games. This act of enhancing services with game-like features has largely been coined as 'gamification'. The phenomenon has been thus far discussed atomically, without ties to existing literature on service marketing, to which the goals of gamification is strongly related to. This paper presents a definition for gamification from the perspective of service marketing and lays ground for future studies on gamification and marketing.
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Information and communication technologies are surfacing in every facet of contemporary human life. Development of gaming technologies is closely knitted with human practices and social innovations. Human society has been playing games to socialize and to gain satisfaction leading to a change in the interaction. Gamification has been used successfully to increase user engagement. The concept of fun in gamification is a major belief that is closely linked to human nature. However, there is an absence of understanding regarding the relationship between engagement in fun beliefs and human behavior. Therefore, the current study aims to fill in the conceptual gap by reporting the systematic review of recent literature addressing the different perspective on the experiences and impacts of playing games. It also examines the human behavior from cultural and social standpoint with regards to the beliefs. This review may challenge ethics, meaning and role of human values in our welfare. The understanding of the topic concepts is identified along with the essential outcomes analyzed using meta-analysis.
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Background/Context: The objective of achieving higher sustainability in our lifestyles by information and communication technology has lead to a plethora of research activities in related fields. Consequently, Software Engineering for Sustainability (SE4S) has developed as an active area of research. Objective/Aim: Though SE4S gained much attention over the past few years and has resulted in a number of contributions, there is only one rigorous survey of the field. We follow up on this systematic mapping study from 2012 with a more in-depth overview of the status of research, as most work has been conducted in the last 4 years. Method: The applied method is a systematic mapping study through which we investigate which contributions were made, which knowledge areas are most explored, and which research type facets have been used, to distill a common understanding of the state-of-the-art in SE4S. Results: We contribute an overview of current research topics and trends, and their distribution according to the research type facet and the application domains. Furthermore, we aggregate the topics into clusters and list proposed and used methods, frameworks, and tools. Conclusion: The research map shows that impact currently is limited to few knowledge areas and there is need for a future roadmap to fill the gaps.
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Gamification -- the use of game design elements in non-game contexts -- is touted by many as the solution of how to make applications and processes more engaging to people that may have little or no motivation to engage with them otherwise. Based upon a literature review, the paper argues for guidelines concerning two aspects of gamifying an activity: ensuring that a continued focus on the main activities can be preserved and considering designing for playfulness. Furthermore, the relation between gamification and play is discussed, and some possible issues with gamification are presented.
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Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human-computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical foundations, and a dearth of standardized guidelines for application. Despite widespread commentary on its merits and shortcomings, little empirical work has sought to validate gamification as a meaningful concept and provide evidence of its effectiveness as a tool for motivating and engaging users in non-entertainment contexts. Moreover, no work to date has surveyed gamification as a field of study from a human-computer studies perspective. In this paper, we present a systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants. We outline current theoretical understandings of gamification and draw comparisons to related approaches, including alternate reality games (ARGs), games with a purpose (GWAPs), and gameful design. We present a multidisciplinary review of gamification in action, focusing on empirical findings related to purpose and context, design of systems, approaches and techniques, and user impact. Findings from the survey show that a standard conceptualization of gamification is emerging against a growing backdrop of empirical participants-based research. However, definitional subjectivity, diverse or unstated theoretical foundations, incongruities among empirical findings, and inadequate experimental design remain matters of concern. We discuss how gamification may to be more usefully presented as a subset of a larger effort to improve the user experience of interactive systems through gameful design. We end by suggesting points of departure for continued empirical investigations of gamified practice and its effects.
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During recent years “gamification” has gained significant attention among practitioners and game scholars. However, the current understanding of gamification has been solely based on the act of adding systemic game elements into services. In this paper, we propose a new definition for gamification, which emphases the experiential nature of games and gamification, instead of the systemic understanding. Furthermore, we tie this definition to theory from service marketing because majority of gamification implementations aim towards goals of marketing, which brings to the discussion the notion of how customer / user is always ultimately the creator of value. Since now, the main venue for academic discussion on gamification has mainly been the HCI community. We find it relevant both for industry practitioners as well as for academics to study how gamification can fit in the body of knowledge of existing service literature because the goals and the means of gamification and marketing have a significant overlap.
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Gamification is the use of game design elements and game mechanics in non-game contexts. This idea has been used successfully in many web based businesses to increase user engagement. Some researchers suggest that it could also be used in web based education as a tool to increase student motivation and engagement. In an attempt to verify those theories, we have designed and built a gamification plugin for a well-known e-learning platform. We have made an experiment using this plugin in a university course, collecting quantitative and qualitative data in the process. Our findings suggest that some common beliefs about the benefits obtained when using games in education can be challenged. Students who completed the gamified experience got better scores in practical assignments and in overall score, but our findings also suggest that these students performed poorly on written assignments and participated less on class activities, although their initial motivation was higher.
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Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.
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BackgroundIn 2004 the concept of evidence-based software engineering (EBSE) was introduced at the ICSE04 conference.AimsThis study assesses the impact of systematic literature reviews (SLRs) which are the recommended EBSE method for aggregating evidence.MethodWe used the standard systematic literature review method employing a manual search of 10 journals and 4 conference proceedings.ResultsOf 20 relevant studies, eight addressed research trends rather than technique evaluation. Seven SLRs addressed cost estimation. The quality of SLRs was fair with only three scoring less than 2 out of 4.ConclusionsCurrently, the topic areas covered by SLRs are limited. European researchers, particularly those at the Simula Laboratory appear to be the leading exponents of systematic literature reviews. The series of cost estimation SLRs demonstrate the potential value of EBSE for synthesising evidence and making it available to practitioners.
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Preparing a new strategy for teaching introductory computer programming.
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The patterns of interactions, both economic and otherwise, between individuals, groups or corporations form social networks whose structure can have a substantial effect on economic outcomes. The study of social networks and their implications has a long history in the social sciences and more recently in applied mathematics and related fields. This article reviews the main developments in the area with a focus on practical applications of network mathematics.
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Context Gamification seeks for improvement of the user’s engagement, motivation, and performance when carrying out a certain task, by means of incorporating game mechanics and elements, thus making that task more attractive. Much research work has studied the application of gamification in software engineering for increasing the engagement and results of developers. Objective The objective of this paper is to carry out a systematic mapping of the field of gamification in software engineering in an attempt to characterize the state of the art of this field identifying gaps and opportunities for further research. Method We carried out a systematic mapping with a view to finding the primary studies in the existing literature, which were later classified and analyzed according to four criteria: the software process area addressed, the gamification elements used, the type of research method followed, and the type of forum in which they were published. A subjective evaluation of the studies was also carried out to evaluate them in terms of methodology, empirical evidence, integration with the organization, and replicability. Results As a result of the systematic mapping we found 29 primary studies, published between January 2011 and June 2014. Most of them focus on software development, and to a lesser extent, requirements, project management, and other support areas. In the main, they consider very simple gamification mechanics such as points and badges, and few provide empirical evidence of the impact of gamification. Conclusions Existing research in the field is quite preliminary, and more research effort analyzing the impact of gamification in SE would be needed. Future research work should look at other game mechanics in addition to the basic ones and should tackle software process areas that have not been fully studied, such as requirements, project management, maintenance, or testing. Most studies share a lack of methodological support that would make their proposals replicable in other settings. The integration of gamification with an organization’s existing tools is also an important challenge that needs to be taken up in this field.
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During recent years, the addition of game mechanisms to non-game services has gained a relatively large amount of attention. Popular discussion connects gamification to successful marketing and increased profitability through higher customer engagement, however, there is a dearth of empirical studies that confirm such expectations. This paper reports the results of a field experiment, which gamifies a utilitarian peer-to-peer trading service by implementing the game mechanism of badges that users can earn from a variety of tasks. There were 3234 users who were randomly assigned to treatment groups and subjected to different versions of the badge system in a 2 × 2 design. The results show that the mere implementation of gamification mechanisms does not automatically lead to significant increases in use activity in the studied utilitarian service, however, those users who actively monitored their own badges and those of others in the study showed increased user activity.
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