Rodrigues Luís Filipe, Oliveira Abílio, Rodrigues Helena
Instituto Universitário de Lisboa (ISCTE-IUL), ISTAR-IUL, Lisboa, Portugal.
Instituto Universitário de Lisboa (ISCTE-IUL), Business Research Unit (BRU-IUL), Lisboa, Portugal.
Heliyon. 2019 Jul 17;5(7):e01993. doi: 10.1016/j.heliyon.2019.e01993. eCollection 2019 Jul.
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.
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。