2022
DOI: 10.21203/rs.3.rs-1300039/v1
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Gamification for behavior change: a scientometric review

Abstract: Gamification, which refers to the use of game design elements in non-game contexts, provides similar experiences and motivations as games do; this makes gamification a useful approach to promote positive behaviors. In recent years, the volume of scientific publications focusing on gamification has increased. It has been applied to different fields (e.g. learning and training, mental health, positive behavior and behavior change, personnel selection, employees training, etc.); in this way, the scientific commun… Show more

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Cited by 5 publications
(3 citation statements)
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“…In addition, the top five Chinese keywords with the most prolonged duration are "Multimedia" (13 years), "Digitization" (6 years), "Information technology" (6 years), "Application" (6 years), and "Chinese education" (6 years), which indicates that the Chinese scholars have long researched them. The latest emerged five keywords are defined as the words with the most recent "Begin year" of the bursting (Bassanelli et al, 2022), which are "Micro-lecture" (2021), "Online teaching" (2021), "Online education" (2021), "micro-lecture design" (2021) and "Cultural education" (2021), which shows that they are the latest research frontier in China. In comparison, the top five with the earliest bursts are "Multimedia" (1999), "Internet" (2000), "digitization" (2004), "Information technology" (2007), and "Teaching" (2007).…”
Section: Abstract Burst Analysismentioning
confidence: 99%
“…In addition, the top five Chinese keywords with the most prolonged duration are "Multimedia" (13 years), "Digitization" (6 years), "Information technology" (6 years), "Application" (6 years), and "Chinese education" (6 years), which indicates that the Chinese scholars have long researched them. The latest emerged five keywords are defined as the words with the most recent "Begin year" of the bursting (Bassanelli et al, 2022), which are "Micro-lecture" (2021), "Online teaching" (2021), "Online education" (2021), "micro-lecture design" (2021) and "Cultural education" (2021), which shows that they are the latest research frontier in China. In comparison, the top five with the earliest bursts are "Multimedia" (1999), "Internet" (2000), "digitization" (2004), "Information technology" (2007), and "Teaching" (2007).…”
Section: Abstract Burst Analysismentioning
confidence: 99%
“…Gamification aims to apply the mechanics and dynamics of games used to increase student motivation and engagement (Hadafi et al, 2017). The concept of gamification is often implemented in learning and facilitation processes (pdpc) aimed at enhancing student experience (Marlissa et al, 2022), improving achievement (Fathi & Khadijah 2021), fostering attitudes (Adrian & Elena, 2019;Bassanelli et al, et al, 2022;Imran Basha, 2020), creating relationships (Rafidah et.al., 2018), raising their motivation to learn (Faruze & Norah, 2020;Fikruddin et al, 2022;Roy et al, 2018;Rohani et al, 2018;Sun & Hsieh, 2018;Werbach & Hunter, 2012), and as an educational innovation (Rohaila & Fariza, 2017;Zuraihah et al, 2021).…”
Section: Problem Statementmentioning
confidence: 99%
“…The successful application of gamification with virtual reality for simulating various human activities has become an alternative source of interactive game models with virtual reality [3]. The application of gamification with virtual reality is applied in a video game project [4] if this is applied in various human activities, it will have an impact on the success of the goal [5]. Gamification in education has proven to be a good in strategies to motivate students as well as promote their activeness for participation [6].…”
Section: Introductionmentioning
confidence: 99%