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A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Rodrigues, L. F., Oliveira, A. & Rodrigues, H. (2019). Main gamification concepts: a systematic mapping study. Heliyon. 5 (7), 1-13
Exportar Referência (IEEE)
L. F. Rodrigues et al.,  "Main gamification concepts: a systematic mapping study", in Heliyon, vol. 5, no. 7, pp. 1-13, 2019
Exportar BibTeX
@article{rodrigues2019_1713855123666,
	author = "Rodrigues, L. F. and Oliveira, A. and Rodrigues, H.",
	title = "Main gamification concepts: a systematic mapping study",
	journal = "Heliyon",
	year = "2019",
	volume = "5",
	number = "7",
	doi = "10.1016/j.heliyon.2019.e01993",
	pages = "1-13",
	url = "https://www.heliyon.com/article/e01993"
}
Exportar RIS
TY  - JOUR
TI  - Main gamification concepts: a systematic mapping study
T2  - Heliyon
VL  - 5
IS  - 7
AU  - Rodrigues, L. F.
AU  - Oliveira, A.
AU  - Rodrigues, H.
PY  - 2019
SP  - 1-13
SN  - 2405-8440
DO  - 10.1016/j.heliyon.2019.e01993
UR  - https://www.heliyon.com/article/e01993
AB  - Gamification involves incorporating elements of online games, such as points, leaderboards, and badges into nongame 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.
ER  -