从点到进程:游戏化研究中游戏元素的范围回顾(含280篇研究论文的内容分析)

Q1 Social Sciences
Stuart Hallifax, Maximilian Altmeyer, Kristina Kölln, Maria Rauschenberger, Lennart E. Nacke
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引用次数: 0

摘要

我们缺乏对游戏化游戏元素的共享和详细理解。为了解决这个问题,我们对过去5年的游戏化研究进行了范围审查,主要关注游戏元素是如何应用和表征的。我们从280篇研究论文中检索了游戏元素的定义,进行了内容分析,并确定了它们的特征。基于这些信息,我们提供了关于经常被引用的游戏元素的回答,它们是否在文献中被一致地描述,以及这些元素经常被陈述的特征。我们在研究中发现了15种游戏元素,其中积分、徽章和排行榜是最普遍的。作为明确定义的第一步,我们建议使用一系列属性来描述这些游戏元素。我们的研究结果有助于游戏化学者就游戏元素的应用和定义达成共识。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
From Points to Progression: A Scoping Review of Game Elements in Gamification Research with a Content Analysis of 280 Research Papers
We lack a shared and detailed understanding in gamification of what game elements are. To address this, we provide a scoping review of the last five years of gamification research, focusing primarily on how game elements have been applied and characterized. We retrieved the definitions of game elements from 280 research papers, conducted a content analysis, and identified their features. On the basis of this information, we provide responses regarding the frequently cited game elements, whether they are consistently characterized in the literature, and the frequently stated features of these elements. Our research has identified 15 game elements in the literature, with points, badges, and leaderboards being the most prevalent. As a first step toward clear definitions, we suggest a set of properties to characterize these game elements. The results of our review contribute to the formation of a consensus among gamification scholars about the application and definition of game elements.
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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