Without classification

ROs about gamification

c1

ROs about the publication on gamification research

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

a

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

a

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

a

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

a

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

a

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

a

ID: 0ca12c5781d56d59a63fe4e47e573a7f
RO(1): to review current research and publications about gamification for education

Article Title: Gamification for Education: Review of Current Publications

a

ROs about the adaptive gamification

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

a

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

a

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

a

ID: 139107055bac5cb30f7dbdd307b416a0
RO(1): to investigate the personalized gamified learning studies

Article Title: A Review on Adopting Personalized Gamified Experience in the Learning Context

a

ID: 7c1aa46f2e146f8542a8c6d46235e086
RO(3): To identify the frameworks used adaptive gamification

Article Title: A systematic literature review on adaptive gamification: Components, methods, and frameworks

a

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

a

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

a

ROs about the features of gamification implementations

ROs about game-elements used

ROs about the needed to support

ROs about the gamification design

ROs about the challenges and future research on gamification

c1

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

c1a

ID: e7bd9b6b4281a9a43c09679b0dc6f0a5
RO(3): to outline a research agenda for future research

Article Title: Gamified crowdsourcing: Conceptualization, literature review, and future agenda

c1a

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

c1a

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

c1a

ID: 0bca096b303365f7cfe25f0ecdc58774
RO(2): To identifying gaps and opportunities for further research

Article Title: Gamification in requirements engineering: A systematic review

c1a

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

c1a

ID: 262500a2e19289077faddb996ea79b54
RO(2): to identify gaps that merit rigorous future investigation

Article Title: A Systematic Mapping Study on Gamified Software Quality

c1a

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

c1a

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

a

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

c1a

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

a

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

a

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

a

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

a

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

a

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

a

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

a

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

c1a

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?

c1a

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

c1a

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

c1a

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

a

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

a

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

a

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

a

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

a

ROs about the identification of gamification implementations

c1

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

a

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

a

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

a

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

a

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

a

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

a

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

a

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

a

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

a

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

a

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

a

ROs about the evaluation of gamification

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

a

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

a

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

a

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

a

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

a

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

a

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

a

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

c1a

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

a

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

a

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

a

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

a

ID: d453fe6ad1eb6cef822c82af9307727d
RO(1.3): Report current rates of adherence

Article Title: Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review

a

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

a

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

a

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

a

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

a

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

a

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

a

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

a

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

a

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

c1a

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

a

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

a

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

a

ID: 0381ccba76209632534011b623a35727
RO(2): providing evidence to clarify its benefits for human resources management

Article Title: Gamification in the workplace: A systematic literature review

a

ID: 75ccb01bcaee3944653d614429ca5cf7
RO(1): To shed further light on gamified learning experiences

Article Title: Gamification and education: A literature review

a

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

a

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

a

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

a

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

a

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

a

ROs about theoretical aspects of gamification

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

a

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

a

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?

a

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

a

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

a

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

a

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

a

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

a

ID: b54a1f3c8e5bdd09bd4f39a8e7402b31
RO(1.1): to identify common terminologies

Article Title: Systematic review of gamification research in is education: A multi-method approach

a

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

c1a

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

a

ID: fb9487a6dd8f13b672d64223362af810
RO(1): to identify the overlap between IS and gamification research

Article Title: Gamification - A new phenomenon in information systems research?

a

ROs about identifying gaps or contexts where gamification was not applied

ID: 0bca096b303365f7cfe25f0ecdc58774
RO(2): To identifying gaps and opportunities for further research

Article Title: Gamification in requirements engineering: A systematic review

a

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

a

ID: 262500a2e19289077faddb996ea79b54
RO(2): to identify gaps that merit rigorous future investigation

Article Title: A Systematic Mapping Study on Gamified Software Quality

a

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

a

ID: 65538f19d039aaab72fafc87db906073
RO(1.3): to highlight understudied areas

Article Title: Systematic review of gamification research in is education: A multi-method approach

a

ID: 78b6609386aecd06dd3238096aff9d95
RO(2): to find gaps in existing studies

Article Title: Gamification in higher education and STEM : a systematic review of literature

a

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

a

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

a

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

a

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

a

ROs about the research methodology in gamification

c1

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

a

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

a

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

a

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

a

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

a

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

a

ROs about providing an overview or state-of-the-art of gamification

ROs about the current gamification research/application in specific domains/contexts

c1

ROs about the state-of-the-art research

c1

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

a

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

a

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

a

ID: 5e247e84e68a941e45eabd5e5e5dd179
RO(1): to summarize the current knowledge regarding gamified e-Health applications

Article Title: A systematic review of gamification in e-Health

a

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

a

ID: 0ca12c5781d56d59a63fe4e47e573a7f
RO(1): to review current research and publications about gamification for education

Article Title: Gamification for Education: Review of Current Publications

a

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

a

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

a

ID: 765593c6f52154d4db96413395e29096
RO(1): to present an overview of gamification research

Article Title: A Wide View on Gamification

a

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

a

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

a

ID: fd08078c6a70c62da275f72ba4a39751
RO(1): To characterize the state of the art of gamification in RE

Article Title: Gamification in requirements engineering: A systematic review

a

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

a

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

a

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

a

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

a

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

a

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

a

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

a

ID: 266631bab60a835347d9a658d5c1545a
RO(1): to assess the entire domain of gamification and its applications

Article Title: Publication trends in gamification: A systematic mapping study

a

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

a

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

a

ROs about gamification analytic

r

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.

ID: aa155c095edd8a8c51db3ec6f47c39f5
RO(1): to identify problems and needs, focusing on the monitoring process of gamification strategies

Article Title: A systematic literature review on the gamification monitoring phase: How SPI standards can contribute to gamification maturity

c1a

ID: 1a9a8fcde27cddf0a57c7865fad89396
RO(1): to identify relevant software solutions and assesses them with regards to their fulfillment of user requirements in the gamification analytics domain

Article Title: Tools for gamification analytics: A survey

c1a

ROs about models/frameworks

c1

ROs about models/frameworks used in gamification

c1

ROs about gamification design models/frameworks

ROs about game-related topics

ROs about the research methodology of game-related topics

ROs about the identification of game-related implementations

ROs about providing a state-of-the-art of game-related topics

ROs about challenges and future research on game-related topics

ROs about the features of game-related implementations

ROs about the evaluation of game-related implementations

ROs about theoretical aspects of game-related topics

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