| Literature DB >> 31360779 |
Luís Filipe Rodrigues1, Abílio Oliveira1, Helena Rodrigues2.
Abstract
Gamification involves incorporating elements of online games, such as points, leaderboards, and badges into non-game contexts, in order to improve engagement with both employees and consumers. The main point of this paper is, to sum up, what previous authors investigated in the field of Gamification. An analysis of the literature covering 50 papers from 2011 to 2016 was conducted, using Leximancer software, to determine and shape the main themes and concepts proposed in gamification papers. Answering our research question, "What guidelines may provide to future research, the key themes and concepts found in published scientific papers on gamification?", we conclude that the researchers identified eight themes (gamification; game; use; users; business; points; engagement; learning) and twenty-eight related concepts. The present systematic review contributes to establishing possible guidelines for prospective studies, based on the analyzed papers, considering particularly their 'Conclusions' and on the 'Future research' sections, integrating game design contents in business, learning and education. Further, highlights the usefulness of Leximancer for qualitative content analysis, in this field of research.Entities:
Keywords: Business; Computer science; Consumers; Education; Gamification; Information science; Leximancer; Marketing; Qualitative methods; Semantic analysis; Software development
Year: 2019 PMID: 31360779 PMCID: PMC6639688 DOI: 10.1016/j.heliyon.2019.e01993
Source DB: PubMed Journal: Heliyon ISSN: 2405-8440
Fig. 1A systematic mapping process using Leximancer.
Fig. 2Four-phases for a qualitative method using Leximancer tool for content data analysis (Source: Developed for this study).
Selected gamification papers published between 2011 and 2016 (Source: Developed for this study).
| Year of publication | N. | % |
|---|---|---|
| 2016 | 9 | 18% |
| 2015 | 7 | 14% |
| 2014 | 9 | 18% |
| 2013 | 12 | 24% |
| 2012 | 7 | 14% |
| 2011 | 6 | 12% |
| Conference paper | 18 | 36% |
| Journal paper | 32 | 64% |
| ACM | 4 | 8% |
| Elsevier | 11 | 22% |
| Emerald | 1 | 2% |
| IEEE | 4 | 8% |
| SAGE | 2 | 4% |
| Springer | 13 | 26% |
| Taylor & Francis | 1 | 2% |
| Others | 14 | 28% |
Fig. 3Concept map (Source: Developed for this study).
Gamification Concepts (Source: Developed for this study).
| Concept/Word | Relevance percentage (%) |
|---|---|
| gamification | 100 |
| game | 31 |
| users | 29 |
| use | 21 |
| design | 16 |
| elements | 13 |
| systems | 12 |
| applications | 11 |
| favourable | 11 |
| social | 10 |
| engagement | 9 |
| business | 9 |
| points | 7 |
| learning | 7 |
| software | 7 |
| results | 7 |
| context | 7 |
| work | 7 |
| behavior | 6 |
| effects | 6 |
| experience | 5 |
| process | 5 |
| service | 5 |
| mechanics | 5 |
| play | 5 |
| potential | 4 |
| goal | 4 |
| meaningful | 4 |
| activity | 4 |
| unfavourable | 2 |
Themes underlying main concepts, illustrated with journals extracts/quotes (Source: Developed for this study).
| Theme | Concepts | Hit n. | Hit text/Journal quotes (automatically extracted by Leximancer) |
|---|---|---|---|
| gamification (701 hits) | gamification, work, process | 1 | … solution to this problem may be application of the concept |
| 2 | Depending on the software development, | ||
| 3 | |||
| 4 | It is also important to understand when to incorporate spectators and/or observers and how their participation can energize and direct different behaviors and outcomes in a | ||
| 5 | The endgame is the final phase in the life of a gamified | ||
| game (329 hits) | game, design, elements, applications, potential | 1 | Specific design considerations are explored, an example of the efficacy of a gamified. We conclude that gamification could be leveraged in developing |
| 2 | As video | ||
| 3 | What happens when | ||
| 4 | These | ||
| 5 | Gamification is not a universal panacea. If we are to improve the odds of gamification providing value to schools, we must carefully | ||
| use (232 hits) | use, systems, social | 1 | The social influence having no association with |
| 2 | When adopting mandatory | ||
| 3 | The source of influence has the possibility of rewarding or punishing the individual. | ||
| 4 | The understanding of the contextual factors would benefit from considering the following theoretical perspectives: … the | ||
| 5 | Another interesting path could be to study the | ||
| users (259 hits) | users, service, goal, activity | 1 | Knowledge level is needed for unlock core |
| 2 | The importance of the network is apparent in creating a | ||
| 3 | During recent years, the practice of adding game design to non-game | ||
| 4 | The findings show that enabling | ||
| 5 | A more cognitively oriented mechanism by which badges have been postulated to increase | ||
| business (152 hits) | business, software, experience, play | 1 | We are of the opinion that gamification is not a fad. Because gamification is likely to affect the customer |
| 2 | On the other hand, | ||
| 3 | While processes and education | ||
| 4 | After | ||
| 5 | Fun, | ||
| points (135 hits) | points, results, effects, meaningful | 1 | … the combination of |
| 2 | … in the two studies we found similar results in terms of the effect of | ||
| 3 | The study | ||
| 4 | … the combination of | ||
| 5 | All participants were motivated to similar degrees, apart from those in the control condition, which featured neither a | ||
| engagement (127 hits) | engagement, context, mechanics | 1 | Gamification |
| 2 | It provides a comparative review of different school of thoughts on the effectiveness of applying game | ||
| 3 | … gamification system should be to escort a player into deeper engagement with the real-world | ||
| 4 | Instead, for long term change, the long-goal of the gamification system should be to escort a player into deeper | ||
| 5 | Meaningful gamification is the use of gameful and playful layers to help a user find personal connections that motivate | ||
| learning (89 hits) | learning, behavior | 1 | This theory identifies two specific processes by which gamification can affect |
| 2 | … provides the teacher: a general view of the | ||
| 3 | … states that the voluntariness of carrying out a task is one of the main antecedents for attitude formation and | ||
| 4 | In one, this | ||
| 5 | That |
This results from a Leximancer output, a Themes Summary, which does not indicate from what paper the text was extracted, but includes a ‘connectivity’ score to indicate the relative importance of the themes, followed by a list of the concepts contained within that theme, accompanied by extracts of text for each of the selected concepts (in each theme).
Themes – concepts indexed by TAGs (Source: Developed for this study).
| TAGs | Theme | Concepts |
|---|---|---|
| Abstract | Gamification | Gamification, work |
| Future research | Gamification | Gamification, mechanics |
| Keywords | Game | Game, design, learning |
| Conclusions | Points; Gamification; Business | Results; gamification; experience; play, use |