• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

主要游戏化概念:一项系统映射研究。

Main gamification concepts: A systematic mapping study.

作者信息

Rodrigues Luís Filipe, Oliveira Abílio, Rodrigues Helena

机构信息

Instituto Universitário de Lisboa (ISCTE-IUL), ISTAR-IUL, Lisboa, Portugal.

Instituto Universitário de Lisboa (ISCTE-IUL), Business Research Unit (BRU-IUL), Lisboa, Portugal.

出版信息

Heliyon. 2019 Jul 17;5(7):e01993. doi: 10.1016/j.heliyon.2019.e01993. eCollection 2019 Jul.

DOI:10.1016/j.heliyon.2019.e01993
PMID:31360779
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6639688/
Abstract

Gamification involves incorporating elements of online games, such as points, leaderboards, and badges into non-game contexts, in order to improve engagement with both employees and consumers. The main point of this paper is, to sum up, what previous authors investigated in the field of Gamification. An analysis of the literature covering 50 papers from 2011 to 2016 was conducted, using Leximancer software, to determine and shape the main themes and concepts proposed in gamification papers. Answering our research question, "What guidelines may provide to future research, the key themes and concepts found in published scientific papers on gamification?", we conclude that the researchers identified eight themes (gamification; game; use; users; business; points; engagement; learning) and twenty-eight related concepts. The present systematic review contributes to establishing possible guidelines for prospective studies, based on the analyzed papers, considering particularly their 'Conclusions' and on the 'Future research' sections, integrating game design contents in business, learning and education. Further, highlights the usefulness of Leximancer for qualitative content analysis, in this field of research.

摘要

游戏化涉及将在线游戏的元素,如积分、排行榜和徽章,融入非游戏情境中,以提高员工和消费者的参与度。本文的主要观点是总结先前作者在游戏化领域的研究成果。使用Leximancer软件对2011年至2016年的50篇文献进行了分析,以确定和梳理游戏化文献中提出的主要主题和概念。为了回答我们的研究问题“已发表的关于游戏化的科学论文中发现的关键主题和概念可能为未来研究提供哪些指导方针?”,我们得出结论,研究人员确定了八个主题(游戏化;游戏;使用;用户;商业;积分;参与度;学习)和二十八个相关概念。本系统综述有助于根据所分析的论文,特别是考虑其“结论”和“未来研究”部分,为前瞻性研究建立可能的指导方针,将游戏设计内容融入商业、学习和教育中。此外,突出了Leximancer在该研究领域进行定性内容分析的有用性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/877b/6639688/eba81f96b1a3/gr3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/877b/6639688/d0f7eef3f4ea/gr1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/877b/6639688/c96d326d9a35/gr2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/877b/6639688/eba81f96b1a3/gr3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/877b/6639688/d0f7eef3f4ea/gr1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/877b/6639688/c96d326d9a35/gr2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/877b/6639688/eba81f96b1a3/gr3.jpg

相似文献

1
Main gamification concepts: A systematic mapping study.主要游戏化概念:一项系统映射研究。
Heliyon. 2019 Jul 17;5(7):e01993. doi: 10.1016/j.heliyon.2019.e01993. eCollection 2019 Jul.
2
Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).概念模糊性围绕游戏化和严肃游戏在医疗保健:文献综述和发展基于游戏的干预措施报告指南(GAMING)。
J Med Internet Res. 2021 Sep 10;23(9):e30390. doi: 10.2196/30390.
3
Gamification in otolaryngology: A narrative review.耳鼻喉科中的游戏化:一项叙述性综述。
Laryngoscope Investig Otolaryngol. 2021 Nov 29;7(1):291-298. doi: 10.1002/lio2.707. eCollection 2022 Feb.
4
Does gamification increase engagement with online programs? A systematic review.游戏化是否能提高对在线课程的参与度?一项系统综述。
PLoS One. 2017 Mar 31;12(3):e0173403. doi: 10.1371/journal.pone.0173403. eCollection 2017.
5
Comparing the effectiveness of badges and leaderboards on academic performance and motivation of students in fully versus partially gamified online physics classes.比较徽章和排行榜对完全游戏化与部分游戏化的在线物理课程中学生学习成绩和学习动机的有效性。
Educ Inf Technol (Dordr). 2022;27(6):8669-8704. doi: 10.1007/s10639-022-10983-z. Epub 2022 Mar 12.
6
Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review.用于改善心理健康和幸福感的应用程序及技术中的游戏化:系统评价
JMIR Ment Health. 2019 Jun 26;6(6):e13717. doi: 10.2196/13717.
7
Playing alone: can game design elements satisfy user needs in gamified mHealth services?独自游戏:游戏设计元素能否满足游戏化移动健康服务中的用户需求?
Health Promot Int. 2022 Apr 29;37(2). doi: 10.1093/heapro/daab168.
8
A systematic review of gamification in e-Health.电子健康中游戏化的系统评价。
J Biomed Inform. 2017 Jul;71:31-48. doi: 10.1016/j.jbi.2017.05.011. Epub 2017 May 20.
9
Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach.为患有神经发育障碍的家庭设计新型聊天机器人识别潜在的游戏化元素:以用户为中心的设计方法。
JMIR Hum Factors. 2022 Aug 19;9(3):e31991. doi: 10.2196/31991.
10
Rising gamification in health education: A bibliometric study.健康教育中的游戏化趋势:文献计量研究。
Nurse Educ Pract. 2024 Jul;78:103993. doi: 10.1016/j.nepr.2024.103993. Epub 2024 May 14.

引用本文的文献

1
Preliminary evaluation of a gamified smartphone intervention (O2O-PEP) for enhancing HIV post-exposure prophylaxis uptake in men who have sex with men: pilot feasibility study.一项用于提高男男性行为者艾滋病毒暴露后预防措施使用率的游戏化智能手机干预措施(线上到线下暴露后预防)的初步评估:试点可行性研究
BMC Public Health. 2025 Apr 25;25(1):1539. doi: 10.1186/s12889-025-22818-w.
2
A mobile serious game about diabetes self-management: Design and evaluation.一款关于糖尿病自我管理的移动严肃游戏:设计与评估。
Heliyon. 2024 Sep 11;10(18):e37755. doi: 10.1016/j.heliyon.2024.e37755. eCollection 2024 Sep 30.
3
The regulatory status of health apps that employ gamification.

本文引用的文献

1
"Happiness Inventors": Informing Positive Computing Technologies Through Participatory Design With Children.“幸福创造者”:通过与儿童的参与式设计为积极计算技术提供信息。
J Med Internet Res. 2017 Jan 17;19(1):e14. doi: 10.2196/jmir.6822.
2
Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps.用于健康促进的游戏化:对智能手机应用中行为改变技术的系统评价
BMJ Open. 2016 Oct 4;6(10):e012447. doi: 10.1136/bmjopen-2016-012447.
3
Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature.
运用游戏化的健康类 APP 的监管现状。
Sci Rep. 2024 Sep 9;14(1):21016. doi: 10.1038/s41598-024-71808-2.
4
Gamification in marketing: Insights on current and future research directions based on a bibliometric and theories, contexts, characteristics and methodologies analysis.营销中的游戏化:基于文献计量以及理论、背景、特征和方法分析对当前及未来研究方向的见解
Heliyon. 2024 May 31;10(11):e32047. doi: 10.1016/j.heliyon.2024.e32047. eCollection 2024 Jun 15.
5
The moderating effect of environmental gamification on the relationship between social media marketing and consumer-brand engagement: A case study of Ant Forest Gen Z users.环境游戏化对社交媒体营销与消费者品牌参与度关系的调节作用:以蚂蚁森林Z世代用户为例
Heliyon. 2024 Feb 10;10(4):e25948. doi: 10.1016/j.heliyon.2024.e25948. eCollection 2024 Feb 29.
6
Gamification as an Educational Approach for Oncological Patients: A Systematic Scoping Review.游戏化作为肿瘤患者的一种教育方法:一项系统的范围综述。
Healthcare (Basel). 2023 Dec 7;11(24):3116. doi: 10.3390/healthcare11243116.
7
Effectiveness of gamification and selection of appropriate teaching methods of creativity: Students' perspectives.游戏化的有效性及创造力适当教学方法的选择:学生视角
Heliyon. 2023 Sep 26;9(10):e20420. doi: 10.1016/j.heliyon.2023.e20420. eCollection 2023 Oct.
8
The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review.游戏化学习策略在高中和高等教育中对学生动机的作用:一项系统综述。
Heliyon. 2023 Aug 9;9(8):e19033. doi: 10.1016/j.heliyon.2023.e19033. eCollection 2023 Aug.
9
Design and evaluation of a remote synchronous gamified mathematics teaching activity that integrates multi-representational scaffolding and a mind tool for gamified learning.一种整合多表征支架和用于游戏化学习的思维工具的远程同步游戏化数学教学活动的设计与评估。
Educ Inf Technol (Dordr). 2023 Mar 24:1-27. doi: 10.1007/s10639-023-11708-6.
10
The impact of CDIO's dimensions and values on IT Learner's attitude and behavior: A regression model using Partial Least Squares.CDIO的维度与价值观对信息技术学习者态度和行为的影响:基于偏最小二乘法的回归模型
Heliyon. 2022 Nov 4;8(11):e11433. doi: 10.1016/j.heliyon.2022.e11433. eCollection 2022 Nov.
理解健康游戏化中的说服情境:对游戏化健康行为改变支持系统文献的系统分析。
Int J Med Inform. 2016 Dec;96:62-70. doi: 10.1016/j.ijmedinf.2016.02.006. Epub 2016 Feb 18.
4
An Introduction to Gamification: Adding Game Elements for Engagement.游戏化简介:添加游戏元素以提高参与度。
Med Ref Serv Q. 2015;34(4):471-80. doi: 10.1080/02763869.2015.1082385.
5
Efficient Processing of Models for Large-scale Shotgun Proteomics Data.大规模鸟枪法蛋白质组学数据模型的高效处理
Int Conf Collab Comput. 2012;2012:591-596. doi: 10.4108/icst.collaboratecom.2012.250716.
6
Gamification for mHealth - A Review of Playful Mobile Healthcare.移动健康的游戏化——对趣味性移动医疗保健的综述。
Stud Health Technol Inform. 2014;202:225-8.
7
A game plan: Gamification design principles in mHealth applications for chronic disease management.一个游戏计划:用于慢性病管理的移动健康应用程序中的游戏化设计原则。
Health Informatics J. 2016 Jun;22(2):184-93. doi: 10.1177/1460458214537511. Epub 2014 Jul 1.
8
Google Scholar as replacement for systematic literature searches: good relative recall and precision are not enough.谷歌学术替代系统文献检索:高相对召回率和精度还不够。
BMC Med Res Methodol. 2013 Oct 26;13:131. doi: 10.1186/1471-2288-13-131.
9
Designing attractive gamification features for collaborative storytelling websites.为协作式故事讲述网站设计有吸引力的游戏化功能。
Cyberpsychol Behav Soc Netw. 2013 Jun;16(6):428-35. doi: 10.1089/cyber.2012.0492. Epub 2013 Feb 25.
10
Gamification and serious games for personalized health.用于个性化健康的游戏化和严肃游戏。
Stud Health Technol Inform. 2012;177:85-96.