Recent years have brought a rapid growth of scientific output in the area of gamification in education. In this paper, we try to identify its main characteristics using a bibliometric approach. Our preliminary analysis uses Google Scholar, Scopus, and Web of Science as data sources, whereas the main analysis is performed on 2517 records retrieved from Scopus. The results comprise the cross-coverage of databases, geographic distribution of research, forms of publication, addressed research areas and topics, preferred publishing venues, the most involved scientific institutions and researchers, collaboration among researchers, and research impact. The main conclusions underline the sustained growth of the research output in the area for at least seven years, the widespread interest in the area across countries and branches of science, and an effective research communication in the area documented by the number of citations and the map of co-citations.
A B S T R A C TThe main purpose of this paper is to describe key gamification techniques that can be applied to enhance the tourist attraction visiting process. The paper is based on the methodology of design patterns; particularly it adopts the definition and classification schemes originally proposed and developed in the context of gamification of work to specify gamification techniques related to various aspects of the tourist attraction visiting process. The main result is the selection of twelve gamification techniques for enhancing the tourist attraction visiting process, four for each of the three phases of the visiting process (before, during and after the visit). The paper shows that gamification techniques can be applied to enhance the tourist attraction visiting process. Implementation of the proposed gamification techniques is supposed to both improve visitor experience and give the tourist attraction managers a tool for boosting interest in less popular exhibitions and events.
K E Y W O R D S tourism gamification, visitors' experience, tourist attraction management
Abstract-With gamification, design elements known from games can be used to increase employees' engagement and improve users' experience. This paper points to Enterprise Information Systems as a viable point of implementation of gamification. There are three relevant questions: what gamification actually consists of, why it is worthwhile to apply it in Enterprise Information Systems, and how to implement it properly. The paper aims to answer them.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.