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Does Gamification Work? — A Literature Review of Empirical Studies on Gamification

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This paper reviews peer-reviewed empirical studies on gamification. We create a framework for examining the effects of gamification by drawing from the definitions of gamification and the discussion on motivational affordances. The literature review covers results, independent variables (examined motivational affordances), dependent variables (examined psychological/behavioral outcomes from gamification), the contexts of gamification, and types of studies performed on the gamified systems. The paper examines the state of current research on the topic and points out gaps in existing literature. The review indicates that gamification provides positive effects, however, the effects are greatly dependent on the context in which the gamification is being implemented, as well as on the users using it. The findings of the review provide insight for further studies as well as for the design of gamified systems.
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... Customer brand engagement, in turn, has a positive and significant impact on customer experience [47]. Research by Hamari et al. [57] underscores this by revealing that gamification elements significantly elevate user engagement and interaction, which are critical aspects of brand engagement. Additionally, Xi and Hamari [58] demonstrated that gamification enhances customer involvement and develop positive brand perceptions, highlighting its significance in marketing strategies. ...
... For example, Kumar and Reinartz [66] found that engaging digital environments improves customer loyalty and shopping duration. Similarly, Hamari et al. [57] showed that gamification elements increase user engagement and interaction. Additionally, Sprott, Czellar, and Spangenberg [67] demonstrated that experiential marketing strategies enhance customer involvement and positive brand perceptions. ...
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... Nevertheless, some researchers pointed out that there may be also negative effects related with wrong gamification design (Toda et al., 2018). A review study (Hamari et al., 2014) pointed out that gamification effectiveness highly depended on the context and the profile of students, or that technical resources are required (Dicheva et al., 2015). In addition, it seems that results are also variable, improving global marks but reducing the proficiency in written activities or face-to-face participation (Domínguez et al., 2013). ...
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... Gamification has been defined as "the use of game design elements in non-game contexts" [52] (p. 1). Common design elements used include points, badges, and leaderboards [53]. A recent example of gamification applied to the traffic safety domain demonstrated promising results of including gamification in user education for partial and conditional driving automation [54]. ...
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... There is a broad consensus in defining gamification in educational environments as a series of practices that seek to adapt elements of video game design to other areas of daily life [Deterding 2011;Hamari et al. 2014;Sailer et al. 2017] the focus on badges is because it is an element that has gained relevance as a subject of study in recent years, due in part to its widespread presence in many studies, but above all due to initiatives such as Mozilla Open Badges or Khan Academy, which positions them as an alternative credential system to be used in the educational or work environment. Gibson et al. (2015) define badges as the representation of an achievement obtained in a digital, visual format and available online, containing metadata that helps to contextualize its meaning, the process, or the activity by which it was obtained. ...
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A Engenharia Elétrica e de Computação é uma área dinâmica, oferecendo oportunidades desafiadoras para os profissionais que tem disposição para projetar, analisar e implementar o desenvolvimento tecnológico e a melhoria da qualidade de vida da sociedade. De fato, pela qualidade, produtividade e inovação, essa área impulsiona o progresso em diversos setores: desde dispositivos nanométricos até infraestruturas complexas. Em amplo espectro, no livro, são apresentadas diversas fundamentações teórico-práticos nos resultados obtidos pelos vários autores e coautores na elaboração de cada capítulo. Além disso, a Atena Editora oferece a divulgação técnico-científica com excelência, essencial para garantir o destaque entre as melhores editoras do Brasil. Fabrício Moraes de Almeida, Dr. Ciências Exatas, Computação e Engenharia.
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