Main gamification concepts: a systematic mapping study

Detalhes bibliográficos
Autor(a) principal: Rodrigues, L. F.
Data de Publicação: 2019
Outros Autores: Oliveira, A., Rodrigues, H.
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.
id RCAP_f1ebf9f1e61699b99bd26c4e1270d1c5
oai_identifier_str oai:repositorio.iscte-iul.pt:10071/18497
network_acronym_str RCAP
network_name_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository_id_str 7160
spelling 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
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
repository.mail.fl_str_mv
_version_ 1799134717096755200