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Main gamification concepts: A systematic mapping study

机译:主要游戏化概念:系统的制图研究

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摘要

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.
机译:游戏化涉及将在线游戏的元素(例如积分,排行榜和徽章)整合到非游戏环境中,以改善与员工和消费者的互动。总而言之,本文的重点是以前的作者在游戏化领域进行的研究。使用Leximancer软件对涵盖2011年至2016年的50篇论文的文献进行了分析,以确定并塑造了游戏化论文中提出的主要主题和概念。回答我们的研究问题:“哪些准则可以为未来的研究提供什么,在公开发表的关于游戏化的科学论文中发现的关键主题和概念?”,我们得出的结论是,研究人员确定了八个主题(游戏化;游戏;使用;用户;业务;要点;主题)。参与度;学习)和28个相关概念。本系统综述基于被分析的论文,特别考虑了它们的“结论”和“未来研究”部分,有助于建立前瞻性研究的可能指南,将游戏设计内容整合到商业,学习和教育中。此外,突出了Leximancer在该研究领域对定性内容分析的有用性。

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