ID: 2c29f395814b45862ac513e7edad0225
RO(1): Analyse distribution patterns of the articles (both on a year and a journal basis)
Article Title: The use of gamification in education: a bibliometric and text mining analysis
ID: be770842aefe1c352c94a37831b4b60a
RO(3): Identify the most relevant researchers and institutions involved in this research area
Article Title: The use of gamification in education: a bibliometric and text mining analysis
ID: 70d172bd30a7f11d76215ce0e91097b4
RO(2): Analyse the main keywords used by researchers
Article Title: The use of gamification in education: a bibliometric and text mining analysis
ID: aa4a9924b78d34eebb668db18aebf872
RO(4): Identify the main topics and themes used by researchers
Article Title: The use of gamification in education: a bibliometric and text mining analysis
ID: 251378256e85917d1de3b0755d4b5e56
RO(2): outline the theoretical works underpinning the use of gamification in education, published within the review period
Article Title: Gamifying education: what is known, what is believed and what remains uncertain: a critical review
ID: 4ab47896bc5a2bc44773585f15282a97
RO(1): to identify the patterns prevailing in terms of publications, their authors, citations and coverage by journals
Article Title: Gamification in management education - A literature mapping
ID: 0ca12c5781d56d59a63fe4e47e573a7f
RO(1): to review current research and publications about gamification for education
Article Title: Gamification for Education: Review of Current Publications
ID: 2f1d8b06d158525b4fdd0e2dcc28cfd5
RO(2): To identify the methods to process component to be adaptive
Article Title: A systematic literature review on adaptive gamification: Components, methods, and frameworks
ID: 845e5e1d49baedb5fb8119614f880e84
RO(2): to explore related research, which is contributing to adaptive gamification research
Article Title: Towards adaptive gamification: A synthesis of current developments
ID: 26a358a7a9ca0d84adbca80b3f54cf8a
RO(1): to synthesize outcomes of existing research on adaptive gamification in the body of gamification literature and develop main challenges
Article Title: Towards adaptive gamification: A synthesis of current developments
ID: 139107055bac5cb30f7dbdd307b416a0
RO(1): to investigate the personalized gamified learning studies
Article Title: A Review on Adopting Personalized Gamified Experience in the Learning Context
ID: 7c1aa46f2e146f8542a8c6d46235e086
RO(3): To identify the frameworks used adaptive gamification
Article Title: A systematic literature review on adaptive gamification: Components, methods, and frameworks
ID: 496a98716796b9e27b3c6480b16433b9
RO(1): To identify common components to determine adaptive gamification aspects
Article Title: A systematic literature review on adaptive gamification: Components, methods, and frameworks
ID: c4fdea681035d7c548ed5347fc42d1bb
RO(1): to highlight the advances and limitations that need to be addressed in the field of adaptive gamification in education
Article Title: Adaptive Gamification in Education: A Literature Review of Current Trends and Developments
ROs about game-elements used
ROs about the needed to support
ROs about the gamification design
ID: 98ba270d64bd63e7b73f65784bcce800
RO(1.4): to present opportunities for future research
Article Title: Systematic review of gamification research in is education: A multi-method approach
ID: e7bd9b6b4281a9a43c09679b0dc6f0a5
RO(3): to outline a research agenda for future research
Article Title: Gamified crowdsourcing: Conceptualization, literature review, and future agenda
ID: a8d14c72da26907c556bd10733890a7f
RO(2): to define future gamification in the context of software project management
Article Title: Gamification for improving software project management processes: A systematic literature review
ID: 1950ced78c6ec858ebae8bc48fa8db31
RO(2): to theorize and delineate a further research agenda for the research of gamification and motivational information systems within the information systems research field
Article Title: The rise of motivational information systems: A review of gamification research
ID: 0bca096b303365f7cfe25f0ecdc58774
RO(2): To identifying gaps and opportunities for further research
Article Title: Gamification in requirements engineering: A systematic review
ID: bdc814525da4e79a91ecc1954a4dc2f9
RO(1): to characterize the state of the art of this field identifying gaps and opportunities for further research
Article Title: Gamification in software engineering - A systematic mapping
ID: 262500a2e19289077faddb996ea79b54
RO(2): to identify gaps that merit rigorous future investigation
Article Title: A Systematic Mapping Study on Gamified Software Quality
ID: d4e78719a192a59397f366f75dd80f03
RO(2): to find gaps in literature that help developing future research directions
Article Title: Gamification and learning performance: A systematic review of the literature
ID: 1c3225c2daafc848cdaf96cb1e2a46d2
RO(1.2): to identify trends in topics studied
Article Title: Systematic review of gamification research in is education: A multi-method approach
ID: 023d1c1f02705ced504ab8ac872187fb
RO(1): systematically review existing research on gamification in IS education to identify common terminologies, identify trends in topics studied, highlight understudied areas, and, thus, present opportunities for future research
Article Title: Systematic review of gamification research in is education: A multi-method approach
ID: 94534c776e84cb4b82c57a37dd78740a
RO(2): to explores the results obtained by tested gamification resources and the most significant themes in the field of gamification applications
Article Title: Gamification in management education - A literature mapping
ID: 92dd19866d68c0895d63f9a930f21836
RO(1): to shed light on the tendencies and emerging practices in the education area
Article Title: Gamification in education: A systematic mapping study
ID: c45a1b03fc7251118e7b8f0508e2b218
RO(1): to describe the trend of gamification for education in MOOC within literature
Article Title: Engaging MOOC through gamification: Systematic mapping review
ID: 7a52590e9174780bf20cde74cd7368a3
RO(1): to identify and map trends in gamification studies
Article Title: A systematic review of gamification research: In pursuit of homo ludens
ID: 0003be3665c5b93a0743425fae799131
RO(1): to provide helpful information about the state of practice of gamification in SE education, trends and challenges.
Article Title: Gamification in software engineering education: A systematic mapping
ID: 0003be3665c5b93a0743425fae799131
RO(1): to provide helpful information about the state of practice of gamification in SE education, trends and challenges.
Article Title: Gamification in software engineering education: A systematic mapping
ID: bc4ecee42e04241fbadd8378176043dc
RO(1): to provide an overview of studies on gamification in MOOCs, types of research studies, theories applied, gamification elements implemented, methods of implementation, the overall impact of gamification in MOOCs, and the challenges faced by researchers and practitioners when implementing gamification in MOOCs
Article Title: Gamification in MOOCs: A review of the state of the art
ID: eed425da99899cefb464646740c9678f
RO(1): to understand the status quo and provide suggestions for future research concerning to gamification of production and logistics operations in organizational contexts
Article Title: Gamification of production and logistics operations: Status quo and future directions
ID: aae4c488058c70932ab6e8ad30a743df
RO(2): to identify specific research needs, and suggest avenues for future research
Article Title: Gamification - A new phenomenon in information systems research?
ID: 558ab6da4d2c5e4140ab70517b3dc739
RO(2): to inform future research that seeks to integrate gamification technologies into existing conventional bias modification interventions
Article Title: Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review
ID: 023d1c1f02705ced504ab8ac872187fb
RO(1): systematically review existing research on gamification in IS education to identify common terminologies, identify trends in topics studied, highlight understudied areas, and, thus, present opportunities for future research
Article Title: Systematic review of gamification research in is education: A multi-method approach
ID: d2e430a4c9b87c0e92581807367105db
RO(1): to identify the perspectives of the use of the concepts and elements geared specifically to Engineering undergraduate programs and courses
Article Title: Gamification as a strategy to improve students’ motivation and engagement in educational environments at engineering courses: bibliographic
ID: 398843d2b9c542588cd74da6ff649e38
RO(1): the purpose of this review is to develop a conceptual model unifying gamification literature across different domains to guide further research in understanding the process of mechanics, psychological mediators and contextual outcomes
Article Title: An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes
ID: 8cc99821fc12c24de3983afeeaf8e220
RO(1): to explore possibilities of innovation through gamification in ERP systems
Article Title: The Hero's Journey to Innovation: Gamification in Enterprise Systems
ID: be5bbd7bb7c47758f881801faf866d13
RO(1): to show what current IS research in high ranked outlets discusses regarding Gamification as a basis for future research activities and as a knowledgebase
Article Title: A descriptive literature review and classification framework for Gamification in information systems
ID: 7ba15970070144e695ef6aed2663a457
RO(1): to present a comprehensive analysis of what the body of accumulated research informs us of the impact of games in Asian educational settings and to draw implications for future research directions
Article Title: A systematic literature review of game-based learning and gamification research in Asia
ID: 152d26e5dfe24bf194fff2740d0f41d8
RO(1): to identify the implementations of game-based learning related to building services engineering education.
Article Title: An overview of game-based learning in building services engineering education
ID: 4c5af033a5c3676bac6eb7f70d668b5f
RO(2): to identify the existence of initiatives that use gamification in CSCL environments
Article Title: A systematic mapping on gamification applied to education
ID: 149a0cb96fa1e09d4032b3328fdf3b28
RO(1.1): Identify studies that have incorporated gaming features into the design of their intervention to improve outcomes for CMDs and well-being
Article Title: Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
ID: aa40b49a2b4cfe40e88d20964c167547
RO(1): discover gamification solutions to solve user engagement problems in different kinds of applications and websites, identify existing gaps, and suggest further studies
Article Title: Gamification Solutions to Enhance Software User Engagement—A Systematic Review
ID: fe782c05ad9d6950fb0c65cab5d297f4
RO(1): to make a state-of-the-art survey that could identify an accessible gamified application for cognitive memory training of elderly people
Article Title: Accessibility and Gamification Applied to Cognitive Training and Memory Improvement
ID: 6f27e98a415c008e50db2d5c4c3b0d23
RO(1): to provide a literature review of the developed and tested gamified systems for in-home stroke rehabilitation
Article Title: Gamified In-Home Rehabilitation for Stroke Survivors: Analytical Review
ID: c4cda40aa06991d996044b6718e80a69
RO(1): to explore which is the current state of the implementation of gamification in MOOCs
Article Title: How gamification is being implemented in MOOCs? A systematic literature review
ID: a191d837ad3d652261a03cd3c834e8e9
RO(1): reviewed health apps containing gaming elements analysing their embedded behaviour change techniques
Article Title: Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps
ID: 88645bfa6db0675f2c52f1b4852d7b94
RO(1): this paper analyses and maps the main applications of gamification in management contexts considering its core features, strategies, motivations and purpose
Article Title: Gamification in Management: analysis and research directions
ID: 0d92c61a135a718a64ac09ba4b96c73c
RO(1): to conduct an updated systematic review of the application of gamification in apps and technologies for improving mental health and well-being
Article Title: Gamification in apps and technologies for improving mental health and well-being: Systematic review
ID: 9d566303ce1fe2ba24d9f7875eaf28eb
RO(1): to investigate the use of differing gamification implementations across different types of crowdsourcing initiatives
Article Title: Gamification in crowdsourcing: A review
ID: 3818b70ad14d731697ba97440c885cd2
RO(2): To provide a map of current gamified systems outcomes, especially to classify them into the experiential-instrumental typology
Article Title: Using gamification in education: A systematic literature review
ID: 9a3af3b724c29f04a4b4e754f16ddb08
RO(3): to explore learners ' learning experiences (feelings and attitude) and various learning outcomes (content language learning, engagement, motivation, satisfaction) of gamified LESL in digital environments
Article Title: Using gamification to support learning English as a second language: a systematic review
ID: a718d1cb063445b95a3a5051516b37f3
RO(1): to develop an exploratory study regarding the long-term engagement in digital health behaviour change interventions, and concentrate, as an initial approach, on systems designed for health promotion
Article Title: Gamification applied for health promotion: Does it really foster long-term engagement? A scoping review
ID: 61363d1b3c6df2569489b521106c92c8
RO(1): an overview of how the embedding of gamification in OCL can enhance participation among novice programing students
Article Title: Gamification in online collaborative learning for programming courses: A literature review
ID: 1bee831ce45c2bb44148233c6a6d8371
RO(1): explores the possibility of using gamification as a tool in education to increase student engagement and motivation
Article Title: The role of gamification in education - a literature review
ID: 5f4b6cfa3a70e28b86311d9d9b75bfe6
RO(1): to examine the impacts of game-based/gamified learning on dispositions, cognitive abilities and behaviors of learners aged 6 - 12, and to identify the factors that contributed to these impacts
Article Title: Game-play: Effects of online gamified and game-based learning on dispositions, abilities and behaviours of primary learners
ID: d865376a5b1c40d66b3d9fd48b1a0b57
RO(1): to clarify what effects gamification generates on users' behaviors in MOOC
Article Title: The effects of gamification in online learning environments: A systematic literature review
ID: 50ca914714dc14f50c750c9cc53821a2
RO(1): to investigate the utilization of gamification in online learning, such as; research objectives, framework or models, other approaches that may be adopted or used, types of platforms and courses selected, testing methods, and research results achieved
Article Title: A review of intrinsic motivation elements in gamified online learning
ID: e1201ddd25659a3973d65b335bdb93be
RO(1): to examine how and what the benefits of using gamification elements are for tourism objects in the countryside, especially for tourist objects in Indonesia
Article Title: Review of benefit using gamification element for countryside tourism
ID: 278d5b65bfaa576289fcb502d707fc69
RO(1): To shed some light on how these outcomes should be properly measured
Article Title: Using gamification in education: A systematic literature review
ID: 194474f8cabf00e73eb162080cdc6012
RO(1): to investigate how the literature evaluates gamification and compares its usage in educational environments through a systematic mapping
Article Title: Does gamification matter?: A systematic mapping about the evaluation of gamification in educational environments
ID: 4d1487b4a571b94ff4a759f733fca787
RO(1): to understand the overall effectiveness of a gamified approach for cognitive bias modiffication
Article Title: Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review
ID: d453fe6ad1eb6cef822c82af9307727d
RO(1.3): Report current rates of adherence
Article Title: Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
ID: a72085b30e85155eabd59ebcec38ad13
RO(1): examines the potential of gamification to improve waste management practices among schoolchildren
Article Title: A review of the applicability of gamification and game-based learning to improve household-level waste management practices among schoolchildren
ID: a39f3bd6a7adc4d14116d8bf5bc337d4
RO(3): To identify learning outcomes use problem-based learning using gamification
Article Title: Problem based learning using gamification: A systematic literature review
ID: 94534c776e84cb4b82c57a37dd78740a
RO(2): to explores the results obtained by tested gamification resources and the most significant themes in the field of gamification applications
Article Title: Gamification in management education - A literature mapping
ID: 3839f3d13751f988efc0a4821b129e29
RO(1): to identify if gamification strategies are effective in increasing engagement in online programs
Article Title: Does gamification increase engagement with online programs? A systematic review
ID: 9abbb94f50e5c80dd99d7c91fdc87bfe
RO(1): to perform a meta-analysis based on gamification effects on student achievement
Article Title: The effects of gamification on students’ academic achievement: a meta-analysis study
ID: 2c86400d278f7800b2fbece41ee6848f
RO(1): infer what kinds of gamification efforts are effective in different kinds of crowdsourcing approaches
Article Title: Gamified crowdsourcing: Conceptualization, literature review, and future agenda
ID: 73a49861451248a82ec840729c41c4c0
RO(1.4): Determine whether effects of the gamification feature on adherence varies across subgroup populations
Article Title: Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
ID: c9c38d2337b09ba1a7b31298d14cc5fa
RO(1): to answer the research question: What are the negative effects that can occur in gamication when applied to educational contexts?
Article Title: The dark side of gamification: An overview of negative effects of gamification in education
ID: 50ca914714dc14f50c750c9cc53821a2
RO(1): to investigate the utilization of gamification in online learning, such as; research objectives, framework or models, other approaches that may be adopted or used, types of platforms and courses selected, testing methods, and research results achieved
Article Title: A review of intrinsic motivation elements in gamified online learning
ID: 36326a54eb772fabd9c98108f6f07ad7
RO(1): to determine if means of gamification, which are used to support or to enable mobile application, could be an effective way to support therapy, diagnosis or prevention in healthcare
Article Title: Gamification for mHealth - A review of playful mobile healthcare
ID: 64985264e31ca3acf3f3032d9b82b567
RO(1): to examine whether gaming features predict or influence reported rates of program adherence in Web-based interventions designed to manage CMDs and well-being
Article Title: Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
ID: d90bea86f3f4d63f7f28b8b34eb00b50
RO(1): to review on the effectiveness and quality of health and well-being gamification applications
Article Title: Gamification for health and wellbeing: A systematic review of the literature
ID: 0381ccba76209632534011b623a35727
RO(2): providing evidence to clarify its benefits for human resources management
Article Title: Gamification in the workplace: A systematic literature review
ID: 75ccb01bcaee3944653d614429ca5cf7
RO(1): To shed further light on gamified learning experiences
Article Title: Gamification and education: A literature review
ID: a526827bdf892412d30b433065c3fb78
RO(1): to explore and evaluate the ways in which gamification has already been used for cognitive training and assessment purposes
Article Title: Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
ID: 20a4f912e093499d6bbafab9458f5db9
RO(1): to determine the role of gamification techniques in promoting students' learning
Article Title: The Role of Gamification Techniques in Promoting Student Learning: A Review and Synthesis
ID: 1f4b3e1db2d2ea9c5dc9e7ea59a4788b
RO(1): to assess the findings of the quality literatures, such that the predecessors’ contributions of applying gamification to healthcare system
Article Title: A survey of gamification for healthcare system
ID: cdbf5a55e2c63e864f9ce5ccaeb12c73
RO(1): to identify how gamified learning systems can be used and categorize its usefulness in higher education
Article Title: Gamified learning in higher education: A systematic review of the literature
ID: 7ba15970070144e695ef6aed2663a457
RO(1): to present a comprehensive analysis of what the body of accumulated research informs us of the impact of games in Asian educational settings and to draw implications for future research directions
Article Title: A systematic literature review of game-based learning and gamification research in Asia
ID: e175529814a976ba3f0e5e1473f8f34f
RO(1): to synthesise earlier gamification findings, identifying the most utilised factors mentioned in the literature and their significance, providing a balanced theoretical supporting model for future gamification studies
Article Title: Gamification and serious games: A literature meta-analysis and integrative model
ID: c03736938d6c54dbe5d95ae00dbf3b59
RO(1): to systematically explore the theoretical and conceptual aspects of gamification in order to assess whether there is consensus on gamification as a distinct term and concept
Article Title: Gamification in theory and action: A survey
ID: 59af9b79409eda8172204d15504780fe
RO(1): to compare and contrast gamification to similar concepts such as hedonic, persuasive and intrinsically motivating information systems
Article Title: Gamification-A novel phenomenon or a new wrapping for existing concepts?
ID: 3dd48277ba5e9d1068f7015d126605da
RO(3): to establish what links, if any, there are between theoretical work and applied work on gamification
Article Title: Gamification in theory and action: A survey
ID: 42ba2e1cfb4e7e97776ac47cb761f350
RO(1): to comprehensively review and synthesize the extant literature on the concept of gamification
Article Title: The rise of motivational information systems: A review of gamification research
ID: bc4ecee42e04241fbadd8378176043dc
RO(1): to provide an overview of studies on gamification in MOOCs, types of research studies, theories applied, gamification elements implemented, methods of implementation, the overall impact of gamification in MOOCs, and the challenges faced by researchers and practitioners when implementing gamification in MOOCs
Article Title: Gamification in MOOCs: A review of the state of the art
ID: 251378256e85917d1de3b0755d4b5e56
RO(2): outline the theoretical works underpinning the use of gamification in education, published within the review period
Article Title: Gamifying education: what is known, what is believed and what remains uncertain: a critical review
ID: 8ff8327dd4253113bb73183f40a7bbce
RO(1): synthesize the available literature on how the application of gamification to work is theoretically justified and can be guided
Article Title: Gamification in the workplace: A systematic literature review
ID: b54a1f3c8e5bdd09bd4f39a8e7402b31
RO(1.1): to identify common terminologies
Article Title: Systematic review of gamification research in is education: A multi-method approach
ID: 023d1c1f02705ced504ab8ac872187fb
RO(1): systematically review existing research on gamification in IS education to identify common terminologies, identify trends in topics studied, highlight understudied areas, and, thus, present opportunities for future research
Article Title: Systematic review of gamification research in is education: A multi-method approach
ID: ee18071590a564a8eca716775f51f219
RO(1): to identify, analyze and map the emerging concepts and directions in gamification-centered research through qualitative data analysis using Leximancer
Article Title: Main gamification concepts: A systematic mapping study
ID: fb9487a6dd8f13b672d64223362af810
RO(1): to identify the overlap between IS and gamification research
Article Title: Gamification - A new phenomenon in information systems research?
ID: 0bca096b303365f7cfe25f0ecdc58774
RO(2): To identifying gaps and opportunities for further research
Article Title: Gamification in requirements engineering: A systematic review
ID: bdc814525da4e79a91ecc1954a4dc2f9
RO(1): to characterize the state of the art of this field identifying gaps and opportunities for further research
Article Title: Gamification in software engineering - A systematic mapping
ID: 262500a2e19289077faddb996ea79b54
RO(2): to identify gaps that merit rigorous future investigation
Article Title: A Systematic Mapping Study on Gamified Software Quality
ID: d4e78719a192a59397f366f75dd80f03
RO(2): to find gaps in literature that help developing future research directions
Article Title: Gamification and learning performance: A systematic review of the literature
ID: 65538f19d039aaab72fafc87db906073
RO(1.3): to highlight understudied areas
Article Title: Systematic review of gamification research in is education: A multi-method approach
ID: 78b6609386aecd06dd3238096aff9d95
RO(2): to find gaps in existing studies
Article Title: Gamification in higher education and STEM : a systematic review of literature
ID: 023d1c1f02705ced504ab8ac872187fb
RO(1): systematically review existing research on gamification in IS education to identify common terminologies, identify trends in topics studied, highlight understudied areas, and, thus, present opportunities for future research
Article Title: Systematic review of gamification research in is education: A multi-method approach
ID: aa40b49a2b4cfe40e88d20964c167547
RO(1): discover gamification solutions to solve user engagement problems in different kinds of applications and websites, identify existing gaps, and suggest further studies
Article Title: Gamification Solutions to Enhance Software User Engagement—A Systematic Review
ID: a732279e9b0744e67301c66dc3fd259b
RO(2): to identify gaps of current solutions that should be addressed by future work in the field of gamification analytics
Article Title: Tools for gamification analytics: A survey
ID: bad859797134a28310f2923d261590f8
RO(1): Looking for models with motivational characteristics in an attempt to characterize the state of the art of this field, identifying gaps and tendencies for further research
Article Title: A systematic mapping study of gamification models oriented to motivational characteristics
ID: ea0f1b248c525db0ad72bb319e8b640d
RO(1): to model correlations documented in literature between RE tasks, stakeholder motivation and engagement, and gamification
Article Title: Leveraging motivational theories for designing gamification for RE
ID: 9e59320cd7058b9520a0bfae8dec7645
RO(1): To assess to what extent gamification is a monodisciplinary or multi-disciplinary research field
Article Title: How multidisciplinary is gamification research? Results from a scoping review
ID: 372a3dcff23a97adab7c9cfef410ad7b
RO(1): to the understanding of gamification by reviewing the existing body of empirical research on the topic
Article Title: Does gamification work? - A literature review of empirical studies on gamification
ID: c1928709613fdb623d33b3e5e244291d
RO(5): Identify the main methodological approach (quantitative, qualitative or mixed-methods research) and designs (i.e., true experiments) used by researchers
Article Title: The use of gamification in education: a bibliometric and text mining analysis
ID: 8e19b53abd9a8454987c3b9e838927a4
RO(1): to shed a more realistic light on the research in this field by focusing on empirical evidence rather than on potentialities, beliefs or preferences
Article Title: Gamifying education: what is known, what is believed and what remains uncertain: a critical review
ID: 7ba15970070144e695ef6aed2663a457
RO(1): to present a comprehensive analysis of what the body of accumulated research informs us of the impact of games in Asian educational settings and to draw implications for future research directions
Article Title: A systematic literature review of game-based learning and gamification research in Asia
ROs about the current gamification research/application in specific domains/contexts
ROs about the state-of-the-art research
ID: 6ea483e9c20d7a0e2597be46be600456
RO(1): to provide a current state-of-the-art of empirical work regarding gamification
Article Title: Gamification in higher education and STEM : a systematic review of literature
ID: 24597d3bfb11a672073cb12a0e457abf
RO(1): to provide the current state-of-the-art on the topic
Article Title: Gamification and learning performance: A systematic review of the literature
ID: 2674cb4d7e372920e2f711ed33e0c752
RO(1): To provide an overview of the research on gamification in open and distance learning
Article Title: Gamification in Open and Distance Learning: A Systematic Review
ID: 5e247e84e68a941e45eabd5e5e5dd179
RO(1): to summarize the current knowledge regarding gamified e-Health applications
Article Title: A systematic review of gamification in e-Health
ID: 1d1e64a6f9befdfe023d4f95581d503c
RO(1): to provide an overview of the research on gamification applied to education
Article Title: A systematic mapping on gamification applied to education
ID: 0ca12c5781d56d59a63fe4e47e573a7f
RO(1): to review current research and publications about gamification for education
Article Title: Gamification for Education: Review of Current Publications
ID: bc4ecee42e04241fbadd8378176043dc
RO(1): to provide an overview of studies on gamification in MOOCs, types of research studies, theories applied, gamification elements implemented, methods of implementation, the overall impact of gamification in MOOCs, and the challenges faced by researchers and practitioners when implementing gamification in MOOCs
Article Title: Gamification in MOOCs: A review of the state of the art
ID: 0003be3665c5b93a0743425fae799131
RO(1): to provide helpful information about the state of practice of gamification in SE education, trends and challenges.
Article Title: Gamification in software engineering education: A systematic mapping
ID: 765593c6f52154d4db96413395e29096
RO(1): to present an overview of gamification research
Article Title: A Wide View on Gamification
ID: 24597d3bfb11a672073cb12a0e457abf
RO(1): to provide the current state-of-the-art on the topic
Article Title: Gamification and learning performance: A systematic review of the literature
ID: b307613190f62b55d325fb92451327b4
RO(2): to provide a multidisciplinary review on the state-of-the-art of applied gamification research
Article Title: Gamification in theory and action: A survey
ID: fd08078c6a70c62da275f72ba4a39751
RO(1): To characterize the state of the art of gamification in RE
Article Title: Gamification in requirements engineering: A systematic review
ID: 898a25a10a09627ffd0258f7acb393b5
RO(1): to discover the current state of the research on gamified software quality
Article Title: A Systematic Mapping Study on Gamified Software Quality
ID: b08daabb1c719bc0041ddd6ad110b8d5
RO(1): to inform survey researchers and practitioners of the current state of research on survey gamification and identifies potential areas for future research
Article Title: A Review of Issues in Gamified Surveys
ID: eed425da99899cefb464646740c9678f
RO(1): to understand the status quo and provide suggestions for future research concerning to gamification of production and logistics operations in organizational contexts
Article Title: Gamification of production and logistics operations: Status quo and future directions
ID: 9de936f8b6bc0a9d53e2021d05b297a6
RO(1): to provide an overview of research articles where gamification joins IoT applications
Article Title: Gamification in IoT application: A systematic mapping study
ID: 4078b1d67d61265bb83b8288c1533ef7
RO(1): to provide a comprehensive overview of the scientific and practical research on gamification applied to e-marketing
Article Title: A systematic mapping study on gamification applied to e-marketing
ID: b23c037bb1bf574dcc0978627301070b
RO(2): to consolidate the state of the art of gamification research and rigorously develop a gamification taxonomy
Article Title: Is it all about having fun? - Developing a taxonomy to gamify information systems
ID: 213dcc89524ffaadadc36bb6f9cd410e
RO(1): to present an overview of the current state of the art of the literature on gamification for LESL
Article Title: Using gamification to support learning English as a second language: a systematic review
ID: 266631bab60a835347d9a658d5c1545a
RO(1): to assess the entire domain of gamification and its applications
Article Title: Publication trends in gamification: A systematic mapping study
ID: 4321c6323c3956c867aeeb172bc5bdd7
RO(1): to analyzes the state of the literature and explores the fit of gamification to learning in the engineering context
Article Title: Systematic literature review: An exploration of gamification in the context of engineering education
ID: be5bbd7bb7c47758f881801faf866d13
RO(1): to show what current IS research in high ranked outlets discusses regarding Gamification as a basis for future research activities and as a knowledgebase
Article Title: A descriptive literature review and classification framework for Gamification in information systems
By gamification analytics should be understood as the research topic in which the focus of study are the measurement, collection, analysis and reporting for the behavior of the users/players with the game elements introduced by a gamification design.