The rise of motivational information systems: A review of gamification research

dc.contributor.authorKoivisto Jonna
dc.contributor.authorHamari Juho
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organization-code2602214
dc.converis.publication-id39369087
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/39369087
dc.date.accessioned2022-10-28T13:26:08Z
dc.date.available2022-10-28T13:26:08Z
dc.description.abstract<p>Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of gamification has skyrocketed and manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. However, this vein of research has mainly advanced without an agenda, theoretical guidance or a clear picture of the field.<br /><br />To make the picture more coherent, we provide a comprehensive review of the gamification research (N = 819 studies) and analyze the research models and results in empirical studies on gamification. While the results in general lean towards positive findings about the effectiveness of gamification, the amount of mixed results is remarkable. Furthermore, education, health and crowdsourcing as well as points, badges and leaderboards persist as the most common contexts and ways of implementing gamification. Concurrently, gamification research still lacks coherence in research models, and a consistency in the variables and theoretical foundations. As a final contribution of the review, we provide a comprehensive discussion, consisting of 15 future research trajectories, on future agenda for the growing vein of literature on gamification and gameful systems within the information system science field.<br /></p>
dc.format.pagerange191
dc.format.pagerange210
dc.identifier.jour-issn0268-4012
dc.identifier.olddbid182059
dc.identifier.oldhandle10024/165153
dc.identifier.urihttps://www.utupub.fi/handle/11111/57003
dc.identifier.urlhttps://www.sciencedirect.com/science/article/pii/S0268401217305169
dc.identifier.urnURN:NBN:fi-fe2021042827023
dc.language.isoen
dc.okm.affiliatedauthorHamari, Juho
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline616 Other humanitiesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline616 Muut humanistiset tieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA2 Scientific Article
dc.publisherElsevier Ltd
dc.publisher.countryNetherlandsen_GB
dc.publisher.countryAlankomaatfi_FI
dc.publisher.country-codeNL
dc.relation.doi10.1016/j.ijinfomgt.2018.10.013
dc.relation.ispartofjournalInternational Journal of Information Management
dc.relation.volume45
dc.source.identifierhttps://www.utupub.fi/handle/10024/165153
dc.titleThe rise of motivational information systems: A review of gamification research
dc.year.issued2019

Tiedostot

Näytetään 1 - 1 / 1
Ladataan...
Name:
Koivisto_Hamari_2019_International_Journal_of_Information_Management.pdf
Size:
1.37 MB
Format:
Adobe Portable Document Format
Description:
Publisher's PDF