Gamification usage ecology

Carlos J. Costa, Manuela Aparicio, Sofia Aparicio, Joao Tiago Aparicio

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

9 Citations (Scopus)


Gamification is applied in academia and industry and is being studied in the last years. Gamification is nowadays applied to several areas, such as learning, computer science, business, marketing, tourism, among others. However, we need to understand to what extent it is studied in academic context. We present a bibliographic study on gamification research, by identifying publications trends. This paper presents the gamification related areas, result from a publication keyword analysis of the scientific publications on gamification. In this paper, we also identify the game elements, game mechanics, and game dynamics, used as part of any gamification implementation. In this study are also present the most used gamification theoretical models.

Original languageEnglish
Title of host publicationSIGDOC 2017
Subtitle of host publicationProceedings of the 35th ACM International Conference on the Design of Communicatio
EditorsAndersen Rebekka
PublisherAssociation for Computing Machinery, Inc
ISBN (Electronic)9781450351607
Publication statusPublished - 11 Aug 2017
Event35th ACM International Conference on the Design of Communication, SIGDOC 2017 - Halifax, Canada
Duration: 11 Aug 201713 Aug 2017


Conference35th ACM International Conference on the Design of Communication, SIGDOC 2017


  • Game dynamics
  • Game elements
  • Game mechanics
  • Gamification
  • Gamification ecology
  • Literature review
  • Models


Dive into the research topics of 'Gamification usage ecology'. Together they form a unique fingerprint.

Cite this