A Systematic Review of Gamification Research: In Pursuit of Homo Ludens

Aras Bozkurt, Gürhan Durak
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引用次数: 52

Abstract

Gamification is an innovative approach that aims to increase users' engagement and motivation and provide sustainable experiences. It has recently become widely known and is an approach that is being used in many fields. This article intends to identify and map trends and patterns in gamification research. For this purpose, this article employs a systematic review in which document and content analysis were used. Research findings have revealed that conceptual/descriptive papers outweigh other type of papers; however, quantitative and qualitative papers are showing an increasing trend. Lexical analysis demonstrated that education, teaching, and learning; engagement, motivation, and behavior change, and gamified designs, are emerging concepts. Keyword analysis revealed that gamification, engagement, and motivation are most frequently used keywords. Gamification articles are mostly related to the education field. Self-Determination Theory, Flow Theory, and MDA (Mechanics, Dynamics, and Aesthetic) Framework appeared to be the most beneficial lenses in gamification studies.
游戏化研究的系统回顾:对人的追求
游戏化是一种创新方法,旨在提高用户的参与度和积极性,并提供可持续的体验。它最近变得广为人知,是一种被用于许多领域的方法。本文旨在识别和绘制游戏化研究的趋势和模式。为此,本文采用了系统的回顾,其中使用了文档和内容分析。研究结果表明,概念性/描述性论文超过其他类型的论文;然而,定量和定性论文呈现出增加的趋势。词汇分析表明,教育、教学、学习;参与度、动机、行为改变和游戏化设计都是新兴概念。关键词分析显示,游戏化、用户粘性和动机是最常用的关键词。游戏化的文章大多与教育领域有关。自我决定理论、心流理论和MDA(力学、动力学和美学)框架似乎是游戏化研究中最有益的视角。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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