Historical Analysis of Interactive Gamification Research: A Literature Review with Kuhn and Lakatos’ Approaches

Jurnal Filsafat Pub Date : 2024-02-29 DOI:10.22146/jf.84610
F. Firmansyah, Y. Rosmansyah, Dimitri Mahayana
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引用次数: 0

Abstract

This literature review provides an analysis of the historical development and theoretical frameworks put forth by notable philosophers such as Thomas Kuhn and Imre Lakatos in the field of interactive gamification research. By examining the contributions and perspectives of these influential figures, the authors aimed to enhance our understanding of the evolution of gamification as a research area. This review serves as a valuable resource for individuals interested in delving deeper into the concept of gamification in interactive research. Furthermore, it offers a collection of references that can be explored in the initial stages of gamification research. By studying the works of influential philosophers such as Thomas Kuhn and Imre Lakatos, researchers can gain valuable insights into the evolution of gamification  research and its theoretical underpinnings.. Kuhn's concept of paradigm shifts and Lakatos's ideas on research programs provide researchers with a framework to understand the progression of ideas and theories within the field.
互动游戏化研究的历史分析:库恩和拉卡托斯方法的文献综述
这篇文献综述分析了托马斯-库恩(Thomas Kuhn)和伊姆雷-拉卡托斯(Imre Lakatos)等著名哲学家在互动游戏化研究领域提出的历史发展和理论框架。通过研究这些有影响力的人物的贡献和观点,作者旨在加深我们对游戏化作为一个研究领域的演变的理解。对于有兴趣深入研究互动研究中游戏化概念的人来说,这篇综述是一个宝贵的资源。此外,它还为游戏化研究的初始阶段提供了参考文献集。通过研究托马斯-库恩(Thomas Kuhn)和伊姆雷-拉卡托斯(Imre Lakatos)等有影响力的哲学家的作品,研究人员可以对游戏化研究的演变及其理论基础获得宝贵的见解。库恩的范式转换概念和拉卡托斯关于研究计划的观点为研究人员提供了一个了解该领域内观点和理论发展的框架。
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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