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The rise of the motivational information systems: A review of gamification research

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Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of gamification has skyrocketed and manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. However, this vein of research has mainly advanced without an agenda, theoretical guidance or a clear picture of the field. To make the picture more coherent, we provide a comprehensive review of the gamification research (N = 819 studies) and analyze the research models and results in empirical studies on gamification. While the results in general lean towards positive findings about the effectiveness of gamification, the amount of mixed results is remarkable. Furthermore, education, health and crowdsourcing as well as points, badges and leaderboards persist as the most common contexts and ways of implementing gamification. Concurrently, gamification research still lacks coherence in research models, and a consistency in the variables and theoretical foundations. As a final contribution of the review, we provide a comprehensive discussion, consisting of 15 future research trajectories, on future agenda for the growing vein of literature on gamification and gameful systems within the information system science field.
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... Gamification uses game elements in non-gaming situations to enhance user experiences and commitment (Huber and Hilty, 2015). Indeed, these games can produce positive psychological and behavioural effects (Koivisto and Hamari, 2019) while also fostering intrinsic motivation and promoting a sense of relatedness, autonomy and competence (Pasca et al., 2021). ...
... Gamification has been applied in different domains, including health care, finance, promotion, training, sports, commerce, education and customer relations (Koivisto and Hamari, 2019;Fern andez-Ruano et al., 2022). The advancement and widespread use of technological advancements such as digital platforms and mobile technologies are enhancing the potential to apply gamification in the tourism industry (Buhalis et al., 2019). ...
... The advancement and widespread use of technological advancements such as digital platforms and mobile technologies are enhancing the potential to apply gamification in the tourism industry (Buhalis et al., 2019). Recent studies reiterate that a gamification is an effective approach to promoting ecofriendly behaviour (Casais and Ferreira, 2023;Xu et al., 2017), as it has been proven to genuinely produce positive psychological and behavioural effects (Koivisto and Hamari, 2019;Pasca et al., 2021). Specifically, eco-gamification or green gamification provides tourist destinations with an opportunity to motivate tourists to engage in sustainable behaviour (Frías-Jamilena et al., 2022). ...
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... 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. ...
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... Gamification is the application of game design concepts in non-gaming situations (Deterding et al., 2011). Motivation and engagement, the two most studied gamification concepts, both influence usage behaviors ( Koivisto and Hamari, 2019;Liu et al., 2017). ...
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