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2019
DOI: 10.1016/j.heliyon.2019.e01993
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Main gamification concepts: A systematic mapping study

Abstract: Gamification involves incorporating elements of online games, such as points, leaderboards, and badges into non-game 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 resea… Show more

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Cited by 92 publications
(86 citation statements)
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References 71 publications
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“…Although gamification is not restricted to the educational field, in fact gamification techniques were born in economic, financial and marketing areas ( Deterding et al., 2011 ; Sánchez-Martín et al., 2017c ). Nowadays, their use in education is a tendency ( Menon and Romero, 2020 ; Rodrigues et al., 2019 ).…”
Section: Introductionmentioning
confidence: 99%
“…Although gamification is not restricted to the educational field, in fact gamification techniques were born in economic, financial and marketing areas ( Deterding et al., 2011 ; Sánchez-Martín et al., 2017c ). Nowadays, their use in education is a tendency ( Menon and Romero, 2020 ; Rodrigues et al., 2019 ).…”
Section: Introductionmentioning
confidence: 99%
“…Another definition of gamification, and one widely cited in the literature, is to see it as using game elements to non-game contexts (Deterding et al, 2011). There is also an instrumentalist definition of gamification, being described as referring to a technology that uses games elements or game layers (Rodrigues et al, 2019) such as social interaction as a means to promote individual's intrinsic motivation to perform a certain activity (Hamari & Koivisto, 2015).…”
Section: About Gamificationmentioning
confidence: 99%
“…For this purpose, we will perform a systematic review of the literature from 2005 to 2020, following the structured approach recommended by Webster & Watson (2002) for investigation in Information Systems research. (Kasurinen & Knutas, 2018;Rodrigues, Oliveira, & Rodrigues, 2019;Subhash & Cudney, 2018). We will start by reviewing some ethical concerns about the interaction between humans and technology, technologies' life cycle and potential negative effects of technology.…”
Section: Introductionmentioning
confidence: 99%
“…El impacto de la gamificación se debe, en parte, a los elementos que la componen, pues cada elemento o la combinación de estos, genera diferentes efectos psicológicos en los usuarios (Rodrigues, Oliveira, & Rodrigues, 2019). Existen diferentes modelos conceptuales de estos elementos: MDC-Mecánicas, dinámicas y componentes; MDE-Mecánica, Dinámica y Estética; DFC-Deseo, Fantasía, Curiosidad; CEGE-Core elements of the gaming experience; entre otros (Acosta-Medina, Torres-Barreto, Paba-Medina, & Alvarez-Melgarejo, 2020).…”
Section: Gamificaciónunclassified