Abstract

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.

Original languageEnglish
Title of host publication2022 1st International Conference on Information System and Information Technology, ICISIT 2022
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages277-282
Number of pages6
ISBN (Electronic)9781665402002
DOIs
Publication statusPublished - 2022
Event1st International Conference on Information System and Information Technology, ICISIT 2022 - Virtual, Online, Indonesia
Duration: 27 Jul 202228 Jul 2022

Publication series

Name2022 1st International Conference on Information System and Information Technology, ICISIT 2022

Conference

Conference1st International Conference on Information System and Information Technology, ICISIT 2022
Country/TerritoryIndonesia
CityVirtual, Online
Period27/07/2228/07/22

Keywords

  • behavioral impact
  • gamification
  • moderator impact
  • psychological impact
  • systematic literature review

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