游戏化:文献综述

Virdha Rahma Aulia, A. P. Subriadi, Reny Nadlifatin
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引用次数: 0

摘要

游戏化被描述为将游戏元素植入非游戏环境中,以实现游戏般的体验。近年来,游戏化的流行程度显著提高,游戏化应用的数量不断增加,相关研究也越来越多。为了更完整地呈现这个主题,我们对游戏化文献进行了全面的分析,并评估了游戏化研究中的研究方法和发现。虽然就游戏化的功效而言,大多数结果好坏参半,但积极结果的数量令人震惊。此外,健康和商业,以及积分和徽章仍然是游戏化执行中最常用的设置和方法。作为对研究的总结,我们对游戏化研究的未来发展方向进行了全面概述。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification: A Comprehensive Review of Literature
Gamification is described as implementing game elements into non-game environments to enable game-like experiences. Gamification’s popularity has increased significantly over the years, as seen by an expanding number of gamified apps and a growing body of research. To present a more complete picture of the topic, we conduct a comprehensive analysis of the gamification literature and assess the research methodologies and findings in gamification research. While the majority of the outcomes are mixed with mostly positive in terms of gamification’s efficacy, the number of positive results is astounding. Additionally, health and commerce, as well as points and badges, continue to be the most often used settings and methods for gamification implementation. As a concluding contribution to the study, we present a complete overview of the future directions for the expanding body of research on gamification.
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