Abstract
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 language | English |
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Title of host publication | SIGDOC 2017 |
Subtitle of host publication | Proceedings of the 35th ACM International Conference on the Design of Communicatio |
Editors | Andersen Rebekka |
Publisher | ACM - Association for Computing Machinery |
ISBN (Electronic) | 9781450351607 |
DOIs | |
Publication status | Published - 11 Aug 2017 |
Event | 35th ACM International Conference on the Design of Communication, SIGDOC 2017 - Halifax, Canada Duration: 11 Aug 2017 → 13 Aug 2017 |
Conference
Conference | 35th ACM International Conference on the Design of Communication, SIGDOC 2017 |
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Country/Territory | Canada |
City | Halifax |
Period | 11/08/17 → 13/08/17 |
Keywords
- Game dynamics
- Game elements
- Game mechanics
- Gamification
- Gamification ecology
- Literature review
- Models