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Updated: Feb 3, 2026

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Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development.

Sungjin Park1, Sangkyun Kim1

  • 1Management of Technology Lab, Department of Industrial Engineering and Energy Research, Kangwon National University, Chuncheon, Republic Of Korea.

JMIR Serious Games
|November 8, 2018
PubMed
Summary
This summary is machine-generated.

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This study analyzed 754 gamification cases, finding that challenge, completion, points, leaderboards, and progress are common elements. The research provides guidance for using these game mechanics effectively in non-game contexts.

Area of Science:

  • * Gamification research
  • * Human-computer interaction
  • * User experience design

Background:

  • * Gamification applies game elements to non-game contexts like education and healthcare.
  • * Existing gamification methodologies can be complex for users without specialized knowledge.
  • * A need exists for clear guidance on implementing game mechanics for broader accessibility and enjoyment.

Purpose of the Study:

  • * To collect and analyze global gamification cases.
  • * To identify patterns and differences in gamification elements across diverse applications.
  • * To inform the development of more accessible gamification strategies.

Main Methods:

  • * Collection of 754 gamification cases.
  • * Analysis based on play type, playful user experience (PLEX)-based fun factors, and game mechanics.
Keywords:
4F processPLEXgame mechanicsgamificationgamification correlation analysis

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  • * Classification into 6 categories and statistical analysis, including Pearson and Kendall correlations.
  • Main Results:

    • * Challenge and completion fun factors were prevalent in PLEX-based fun.
    • * Point, leaderboard, and progress mechanics were most frequently utilized.
    • * Correlation analysis revealed no significant specific patterns or differences in game mechanics or PLEX-based fun factors.

    Conclusions:

    • * Statistical findings suggest optimal numbers for PLEX-based fun factors and game mechanics.
    • * The study aims to assist individuals lacking gamification expertise in applying game mechanics and fun factors.
    • * Provides a foundation for developing user-friendly gamification approaches.