Main gamification concepts: a systematic mapping study

dc.contributor.authorRodrigues, L. F.
dc.contributor.authorOliveira, A.
dc.contributor.authorRodrigues, H.
dc.date.accessioned2019-07-18T13:15:31Z
dc.date.available2019-07-18T13:15:31Z
dc.date.issued2019
dc.date.updated2019-08-01T10:18:56Z
dc.description.abstractGamification 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.eng
dc.description.versioninfo:eu-repo/semantics/publishedVersion
dc.identifier.doi10.1016/j.heliyon.2019.e01993
dc.identifier.issn2405-8440
dc.identifier.urihttp://hdl.handle.net/10071/18497
dc.journalHeliyon
dc.language.isoeng
dc.number7
dc.pagination1 - 13
dc.peerreviewedyes
dc.publisherElsevier
dc.relationUID/MULTI/0446/2013
dc.relationinfo:eu-repo/grantAgreement/FCT/5876/147442/PT
dc.rightsopen access
dc.subjectEducationeng
dc.subjectInformation scienceeng
dc.subjectBusinesseng
dc.subjectSoftware developmenteng
dc.subjectLeximancereng
dc.subjectConsumerseng
dc.subjectSemantic analysiseng
dc.subjectQualitative methodseng
dc.subjectGamificationeng
dc.subjectMarketingeng
dc.subjectComputer scienceeng
dc.subject.fosDomínio/Área Científica::Ciências Naturais::Ciências da Computação e da Informaçãopor
dc.subject.fosDomínio/Área Científica::Engenharia e Tecnologia::Outras Engenharias e Tecnologiaspor
dc.subject.fosDomínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informáticapor
dc.titleMain gamification concepts: a systematic mapping studyeng
dc.typearticle
dc.volume5
degois.publication.firstPage1
degois.publication.issue7
degois.publication.lastPage13
degois.publication.titleMain gamification concepts: a systematic mapping studyeng
dspace.entity.typePublicationen
iscte.alternateIdentifiers.scopus2-s2.0-85068969468
iscte.alternateIdentifiers.wosWOS:000478663100105
iscte.identifier.cienciahttps://ciencia.iscte-iul.pt/id/ci-pub-60901
iscte.subject.odsIndústria, inovação e infraestruturaspor

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