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Main gamification concepts: A systematic mapping study.

Luís Filipe Rodrigues1, Abílio Oliveira1, Helena Rodrigues2

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Summary
This summary is machine-generated.

Gamification uses game elements like points and leaderboards in non-game settings to boost engagement. This review identifies key themes and concepts in gamification research to guide future studies.

Keywords:
BusinessComputer scienceConsumersEducationGamificationInformation scienceLeximancerMarketingQualitative methodsSemantic analysisSoftware development

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Area of Science:

  • Business and Education Research
  • Human-Computer Interaction
  • Behavioral Science

Background:

  • Gamification applies game-design elements to non-game contexts to enhance user engagement.
  • Existing literature on gamification lacks a synthesized overview of its core themes and concepts.
  • Understanding these elements is crucial for effective implementation in business and education.

Purpose of the Study:

  • To systematically review and synthesize the key themes and concepts in gamification research.
  • To answer the research question: "What guidelines may provide to future research, the key themes and concepts found in published scientific papers on gamification?"
  • To establish guidelines for future gamification studies based on identified research trends.

Main Methods:

  • Systematic literature review of 50 papers published between 2011 and 2016.
  • Qualitative content analysis using Leximancer software to identify themes and concepts.
  • Analysis focused on 'Conclusions' and 'Future research' sections of reviewed papers.

Main Results:

  • Identified eight core themes: gamification, game, use, users, business, points, engagement, and learning.
  • Discovered twenty-eight related concepts within the gamification literature.
  • Leximancer software proved effective for qualitative content analysis in this research area.

Conclusions:

  • The study provides a structured overview of gamification research, identifying key themes and concepts.
  • Established guidelines for future research, emphasizing the integration of game design in business, learning, and education.
  • Highlights the utility of computational tools like Leximancer for analyzing qualitative research in gamification.