Utilize este identificador para referenciar este registo:
http://hdl.handle.net/10071/18497
Registo completo
Campo DC | Valor | Idioma |
---|---|---|
dc.contributor.author | Rodrigues, L. F. | - |
dc.contributor.author | Oliveira, A. | - |
dc.contributor.author | Rodrigues, H. | - |
dc.date.accessioned | 2019-07-18T13:15:31Z | - |
dc.date.available | 2019-07-18T13:15:31Z | - |
dc.date.issued | 2019 | - |
dc.identifier.issn | 2405-8440 | - |
dc.identifier.uri | http://hdl.handle.net/10071/18497 | - |
dc.description.abstract | 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. | eng |
dc.language.iso | eng | - |
dc.publisher | Elsevier | - |
dc.relation | UID/MULTI/0446/2013 | - |
dc.relation | info:eu-repo/grantAgreement/FCT/5876/147442/PT | - |
dc.rights | openAccess | - |
dc.subject | Education | eng |
dc.subject | Information science | eng |
dc.subject | Business | eng |
dc.subject | Software development | eng |
dc.subject | Leximancer | eng |
dc.subject | Consumers | eng |
dc.subject | Semantic analysis | eng |
dc.subject | Qualitative methods | eng |
dc.subject | Gamification | eng |
dc.subject | Marketing | eng |
dc.subject | Computer science | eng |
dc.title | Main gamification concepts: a systematic mapping study | eng |
dc.type | article | - |
dc.pagination | 1 - 13 | - |
dc.peerreviewed | yes | - |
dc.journal | Heliyon | - |
dc.volume | 5 | - |
dc.number | 7 | - |
degois.publication.firstPage | 1 | - |
degois.publication.lastPage | 13 | - |
degois.publication.issue | 7 | - |
degois.publication.title | Main gamification concepts: a systematic mapping study | eng |
dc.date.updated | 2019-08-01T10:18:56Z | - |
dc.description.version | info:eu-repo/semantics/publishedVersion | - |
dc.identifier.doi | 10.1016/j.heliyon.2019.e01993 | - |
dc.subject.fos | Domínio/Área Científica::Ciências Naturais::Ciências da Computação e da Informação | por |
dc.subject.fos | Domínio/Área Científica::Engenharia e Tecnologia::Outras Engenharias e Tecnologias | por |
dc.subject.fos | Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática | por |
iscte.subject.ods | Indústria, inovação e infraestruturas | por |
iscte.identifier.ciencia | https://ciencia.iscte-iul.pt/id/ci-pub-60901 | - |
iscte.alternateIdentifiers.wos | WOS:000478663100105 | - |
iscte.alternateIdentifiers.scopus | 2-s2.0-85068969468 | - |
Aparece nas coleções: | BRU-RI - Artigos em revistas científicas internacionais com arbitragem científica ISTAR-RI - Artigos em revistas científicas internacionais com arbitragem científica |
Ficheiros deste registo:
Ficheiro | Descrição | Tamanho | Formato | |
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1-s2.0-S240584401935618X-main_LR_AO_HR_Published_.pdf | Versão Editora | 1,31 MB | Adobe PDF | Ver/Abrir |
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