Journal Article10.1016/J.IJHCS.2014.09.006
Gamification in theory and action
Katie Seaborn,Deborah I. Fels +1 more
2.1K
TL;DR: A systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants is presented and points of departure are suggested for continued empirical investigations of gamified practice and its effects.
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Abstract: Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human-computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical foundations, and a dearth of standardized guidelines for application. Despite widespread commentary on its merits and shortcomings, little empirical work has sought to validate gamification as a meaningful concept and provide evidence of its effectiveness as a tool for motivating and engaging users in non-entertainment contexts. Moreover, no work to date has surveyed gamification as a field of study from a human-computer studies perspective. In this paper, we present a systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants. We outline current theoretical understandings of gamification and draw comparisons to related approaches, including alternate reality games (ARGs), games with a purpose (GWAPs), and gameful design. We present a multidisciplinary review of gamification in action, focusing on empirical findings related to purpose and context, design of systems, approaches and techniques, and user impact. Findings from the survey show that a standard conceptualization of gamification is emerging against a growing backdrop of empirical participants-based research. However, definitional subjectivity, diverse or unstated theoretical foundations, incongruities among empirical findings, and inadequate experimental design remain matters of concern. We discuss how gamification may to be more usefully presented as a subset of a larger effort to improve the user experience of interactive systems through gameful design. We end by suggesting points of departure for continued empirical investigations of gamified practice and its effects. We present findings from a survey of the gamification literature.Theoretical findings suggest that gamification is a distinct concept.Conceptual foundations tend to converge on psychological theories of motivation.Early applied work suggests positive-leaning but mixed results.Empirical work on specific elements with direct ties to theory and stronger experimental designs is needed.
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Citations
Gamification: motivating users’ energy conservation behaviour
Siaw Chui Wee,Weng Wai Choong +1 more
- 01 Jan 2017
TL;DR: This paper will present the most common game design elements extracted from previous relevant studies and few examples will be provided as a reference for application of gamification in promoting and motivating energy saving behaviour.
3
Encouraging Correct Tooth Brushing Habits Among Children in the B40 Community Through Gamification
Elavarasi Kuppusamy,Farinawati Yazid,Murshida Marizan Nor,Chui Ling Goo,Muhammad Syafiq Asyraf Rosli,Rohaya Megat Abdul Wahab,A. Imran Nordin +6 more
- 19 Nov 2019
TL;DR: The result suggests that gamification can be applied in encouraging correct tooth brushing habit among children and the lower cost in the production of the physical diary would be affordable for parents in B40 community to use this strategy with their children.
3
A Method for Fast Leaderboard Calculations in Massive Online Game-Based Environments
TL;DR: This paper proposes a method, based on two particular data structures, a Self-Balanced Ordering Statistic Tree and a hash table, to perform proper leaderboard calculations in a fast and cheap way.
Gaming in Education
Allison LaFalce Acevedo
- 01 Jan 2021
TL;DR: In this paper, the authors provide an overview of how the use of gamified learning for emerging realities and the implementation of gaming during remote learning can be supported, as well as provide a basis for teacher education on the link between theory and game in the future of technology in the classroom.
3
Game on: Can Gamification Enhance Productivity?
TL;DR: In this paper , the impact of gamification in various organizations and simultaneously see its relationship with job engagement and productivity was investigated. And the study results show that variable such as perceived adoption and usefulness in the gamified system is significantly associated with the job engagement, while employee recognition and perceived motivation have a positive impact on productivity.
3
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