TY - GEN
T1 - Gamification
T2 - 1st International Conference on Information System and Information Technology, ICISIT 2022
AU - Aulia, Virdha Rahma
AU - Subriadi, Apol Pribadi
AU - Nadlifatin, Reny
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - 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.
AB - 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.
KW - behavioral impact
KW - gamification
KW - moderator impact
KW - psychological impact
KW - systematic literature review
UR - http://www.scopus.com/inward/record.url?scp=85138736853&partnerID=8YFLogxK
U2 - 10.1109/ICISIT54091.2022.9872830
DO - 10.1109/ICISIT54091.2022.9872830
M3 - Conference contribution
AN - SCOPUS:85138736853
T3 - 2022 1st International Conference on Information System and Information Technology, ICISIT 2022
SP - 277
EP - 282
BT - 2022 1st International Conference on Information System and Information Technology, ICISIT 2022
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 27 July 2022 through 28 July 2022
ER -