Main gamification concepts: a systematic mapping study
Autor(a) principal: | |
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Data de Publicação: | 2019 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10071/18497 |
Resumo: | Gamification involves incorporating elements of online games, such as points, leaderboards, and badges into nongame 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. |
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Main gamification concepts: a systematic mapping studyEducationInformation scienceBusinessSoftware developmentLeximancerConsumersSemantic analysisQualitative methodsGamificationMarketingComputer scienceGamification involves incorporating elements of online games, such as points, leaderboards, and badges into nongame 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.Elsevier2019-07-18T13:15:31Z2019-01-01T00:00:00Z20192019-08-01T10:18:56Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10071/18497eng2405-844010.1016/j.heliyon.2019.e01993Rodrigues, L. F.Oliveira, A.Rodrigues, H.info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-09T17:35:12Zoai:repositorio.iscte-iul.pt:10071/18497Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:15:54.894124Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Main gamification concepts: a systematic mapping study |
title |
Main gamification concepts: a systematic mapping study |
spellingShingle |
Main gamification concepts: a systematic mapping study Rodrigues, L. F. Education Information science Business Software development Leximancer Consumers Semantic analysis Qualitative methods Gamification Marketing Computer science |
title_short |
Main gamification concepts: a systematic mapping study |
title_full |
Main gamification concepts: a systematic mapping study |
title_fullStr |
Main gamification concepts: a systematic mapping study |
title_full_unstemmed |
Main gamification concepts: a systematic mapping study |
title_sort |
Main gamification concepts: a systematic mapping study |
author |
Rodrigues, L. F. |
author_facet |
Rodrigues, L. F. Oliveira, A. Rodrigues, H. |
author_role |
author |
author2 |
Oliveira, A. Rodrigues, H. |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Rodrigues, L. F. Oliveira, A. Rodrigues, H. |
dc.subject.por.fl_str_mv |
Education Information science Business Software development Leximancer Consumers Semantic analysis Qualitative methods Gamification Marketing Computer science |
topic |
Education Information science Business Software development Leximancer Consumers Semantic analysis Qualitative methods Gamification Marketing Computer science |
description |
Gamification involves incorporating elements of online games, such as points, leaderboards, and badges into nongame 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. |
publishDate |
2019 |
dc.date.none.fl_str_mv |
2019-07-18T13:15:31Z 2019-01-01T00:00:00Z 2019 2019-08-01T10:18:56Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10071/18497 |
url |
http://hdl.handle.net/10071/18497 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
2405-8440 10.1016/j.heliyon.2019.e01993 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Elsevier |
publisher.none.fl_str_mv |
Elsevier |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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