Gamification in theory and action: A survey

By Katie Seaborn, Deborah I. Fels. Int. J. Hum. Comput. Stud., 2015

2,305 citations recorded by the source corpus.

Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human-computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical foundations, and a dearth of standardized guidelines for application. Despite widespread commentary on its merits and shortcomings, little empirical work has sought to validate gamification as a meaningful concept and provide evidence of its effectiveness as a tool for motivating and engaging users in non-entertainment contexts. Moreover, no work to date has surveyed gamification as a field of study from a human-computer studies perspective. In this paper, we present a systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants. We outline current theoretical understandings of gamification and draw comparisons to related approaches, including alternate reality games (ARGs), games with a purpose (GWAPs), and gameful design. We present a multidisciplinary review of gamification in action, focusing on empirical findings related to purpose and context, design of systems, approaches and techniques, and user impact. Findings from the survey show that a standard conceptualization of gamification is emerging against a growing backdrop of empirical participants-based research. However, definitional subjectivity, diverse or unstated theoretical foundations, incongruities among empirical findings, and inadequate experimental design remain matters of concern. We discuss how gamification may to be more usefully presented as a subset of a larger effort to improve the user experience of interactive systems through gameful design. We end by suggesting points of departure for continued empirical investigations of gamified practice and its effects. We present findings from a survey of the gamification literature.Theoretical findings suggest that gamification is a distinct concept.Conceptual foundations tend to converge on psychological theories of motivation.Early applied work suggests positive-leaning but mixed results.Empirical work on specific elements with direct ties to theory and stronger experimental designs is needed.

Subfields: Developmental and Educational Psychology, Human-Computer Interaction

View Paper: https://www.semanticscholar.org/paper/e358d20a7fe90bff7ceb4579b5a67df05632ae08

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In Developmental and Educational Psychology

  1. Juho Hamari
  2. Sebastian Deterding
  3. Khe Foon Timothy Hew
  4. Stamatios Papadakis
  5. Alkinoos-Ioannis Zourmpakis
  6. Michail Kalogiannakis
  7. Biyun Huang
  8. Chung Kwan Lo

In Human-Computer Interaction

  1. Stamatios Papadakis
  2. Alkinoos-Ioannis Zourmpakis
  3. Michail Kalogiannakis
  4. Juho Hamari
  5. Lennart E. Nacke
  6. Raed S. Alsawaier
  7. Darina Dicheva
  8. Christo Dichev

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