A Systematic Review of Gamified Systems: A New Model for Strategic Development in Future Gamification Research

Document Type : Research Paper

Author

Assistant Prof., Department of Information Technology Management, Faculty of Industrial and Technology Management, College of Management, University of Tehran, Tehran, Iran.

10.22059/jitm.2024.372181.3613

Abstract

Today, gamification is being used in various areas such as education, health, and business to enhance engagement and increase the system's efficiency. Despite significant scholarly interest, in many cases, undesirable results have been achieved using gamified solutions. This highlights the need for further research to explore these challenges through innovative methodologies and to devise new solutions. Addressing this gap, we conducted a systematic review of the literature on the emerging and growing subject of gamification using the PRISMA methodology and proposed a novel model for the strategic development of future gamification studies. The research led to the identification of 48 qualified empirical studies which have been analyzed to outline the existing views, gaps, and consequently the implications for future research. Through the analysis, we delineate the impact and effectiveness of gamification, highlighting its potential to transform user experience positively when implemented with strategic finesse. Consequently, we propose a novel model for the strategic development of future gamification studies, presenting it in three main dimensions: Contexts, Users, and Elements, and for each dimension, significant and less-paid topics are discussed. In addition, we represent six main suggestions for the design of the entire gamified system: Decision-Making Methods, Success Factors, Validation Methods, Dynamic Design Approach, Timeframe, and Modern Technology. Our proposed model not only facilitates a deeper understanding of gamified systems but also offers actionable insights and guidelines for both academics and practitioners. It is meticulously designed to assist researchers and practitioners in crafting more effective gamified systems that are customized to meet specific user needs and environmental contexts. By doing so, it aims to maximize the sustainable benefits of gamification, ensuring that these systems deliver significant and lasting impacts. This strategic approach integrates the latest advancements in technology and dynamic design principles, establishing a robust framework for the future of gamification research and application.

Keywords

Main Subjects


Adukaite, A., van Zyl, I., Er, Ş., & Cantoni, L. (2017). Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools. Computers & Education, 111, 172-190.
Albrecht, S., Bonti, A., Dhaliwal, J., Giaimo, F. M., Känel, J. v., Pandey, S., Phan, A., & Wang, Y. (2023). Smarter Financial Life: Rethinking personal financial planning. IBM Journal of Research and Development, 58(4), 10:11-10:10.
Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers & Education, 83, 57-63.
Auvinen, T., Hakulinen, L., & Malmi, L. (2019). Increasing Students' Awareness of Their Behavior in Online Learning Environments with Visualizations and Achievement Badges. IEEE Transactions on Learning Technologies, 8(3), 261-273.
Badihi, S., & Heydarnoori, A. (2017). CrowdSummarizer: Automated Generation of Code Summaries for Java Programs through Crowdsourcing. IEEE Software, 34(2), 71-80.
Baptista, G., & Oliveira, T. (2017). Why so serious? Gamification impact in the acceptance of mobile banking services. Internet Research, 27(1), 118-139.
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2016). Early Prediction of Student Profiles Based on Performance and Gaming Preferences. IEEE Transactions on Learning Technologies, 9(3), 272-284.
Barratt, P. (2016). Healthy competition: A qualitative study investigating persuasive technologies and the gamification of cycling. Health & Place.
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19.
Boyle, S. C., Earle, A. M., LaBrie, J. W., & Smith, D. J. (2017). PNF 2.0? Initial evidence that gamification can increase the efficacy of brief, web-based personalized normative feedback alcohol interventions. Addictive Behaviors, 67, 8-17.
Buckley, P., & Doyle, E. (2017). Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market. Computers & Education, 106, 43-55.
Bujari, A., Ciman, M., Gaggi, O., & Palazzi, C. E. (2022). Using gamification to discover cultural heritage locations from geo-tagged photos [journal article]. Personal and ubiquitous computing, 21(2), 235-252.
Carlier, A., Salvador, A., Cabezas, F., Giro-i-Nieto, X., Charvillat, V., & Marques, O. (2019). Assessment of crowdsourcing and gamification loss in user-assisted object segmentation [journal article]. Multimedia Tools and Applications, 75(23), 15901-15928.
Carrà, G., Crocamo, C., Bartoli, F., Carretta, D., Schivalocchi, A., Bebbington, P. E., & Clerici, M. (2019). Impact of a Mobile E-Health Intervention on Binge Drinking in Young People: The Digital–Alcohol Risk Alertness Notifying Network for Adolescents and Young Adults Project. Journal of Adolescent Health, 58(5), 520-526.
Castellanos, S. (2016). Delivering modal-shift incentives by using gamification and smartphones: A field study example in Bogota, Colombia. Case Studies on Transport Policy, 4(4), 269-278.
Christy, K. R., & Fox, J. (2022). Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance. Computers & Education, 78, 66-77.
Chung, A. E., Skinner, A. C., Hasty, S. E., & Perrin, E. M. (2018). Tweeting to health: a novel mHealth intervention using Fitbits and Twitter to foster healthy lifestyles. Clinical Pediatrics, 56(1), 26-32.
Codish, D., & Ravid, G. (2022). Detecting playfulness in educational gamification through behavior patterns. IBM Journal of Research and Development, 59(6), 6:1-6:14.
Coombes, E., & Jones, A. (2020). Gamification of active travel to school: A pilot evaluation of the Beat the Street physical activity intervention. Health & Place, 39, 62-69.
Davis, K., & Singh, S. (2015). Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators. Computers & Education, 88, 72-83.
de-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2024). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82-91.
de-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2019). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99-113.
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. CHI'11 Extended Abstracts on Human Factors in Computing Systems,
El Tantawi, M., Sadaf, S., & AlHumaid, J. (2019). Using gamification to develop academic writing skills in dental undergraduate students. European Journal of Dental Education, n/a-n/a.
Filsecker, M., & Hickey, D. T. (2023). A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game. Computers & Education, 75, 136-148.
Gennari, R., Melonio, A., Raccanello, D., Brondino, M., Dodero, G., Pasini, M., & Torello, S. (2017). Children's emotions and quality of products in participatory game design. International Journal of Human-Computer Studies, 101, 45-61.
González, C. S., Gómez, N., Navarro, V., Cairós, M., Quirce, C., Toledo, P., & Marrero-Gordillo, N. (2016). Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities. Computers in Human Behavior, 55, Part A, 529-551.
Hamari, J. (2023). Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research and Applications, 12(4), 236-245.
Hamari, J., Koivisto, J., & Sarsa, H. (2018). Does gamification work?--a literature review of empirical studies on gamification. System Sciences (HICSS), 2014 47th Hawaii International Conference on,
Hamari, J., & Tuunanen, J. (2014). Player types: A meta-synthesis.
Hanus, M. D., & Fox, J. (2018). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161.
Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. W. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education, 92–93, 221-236.
Hwang, G.-J., Wu, P.-H., Chen, C.-C., & Tu, N.-T. (2016). Effects of an augmented reality-based educational game on students' learning achievements and attitudes in real-world observations. Interactive Learning Environments, 24(8), 1895-1906.
Ibáñez, M. B., Á, D.-S., & Delgado-Kloos, C. (2021). Gamification for Engaging Computer Science Students in Learning Activities: A Case Study. IEEE Transactions on Learning Technologies, 7(3), 291-301.
Jia, Y., Xu, B., Karanam, Y., & Voida, S. (2016). Personality-targeted gamification: a survey study on personality traits and motivational affordances. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems,
Jin, L., Zhang, K., Lu, J., & Lin, Y.-R. (2020). Towards understanding the gamification upon users’ scores in a location-based social network [journal article]. Multimedia Tools and Applications, 75(15), 8895-8919.
Johansen, J. N., & Dintenfass, K. (2019). Real world gamification using augmented reality user devices. In: Google Patents.
Johnson, D., Horton, E., Mulcahy, R., & Foth, M. (2017). Gamification and serious games within the domain of domestic energy consumption: A systematic review. Renewable and Sustainable Energy Reviews, 73, 249-264.
Jones, B. A., Madden, G. J., & Wengreen, H. J. (2023). The FIT Game: preliminary evaluation of a gamification approach to increasing fruit and vegetable consumption in school. Preventive Medicine, 68, 76-79.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188.
Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191-210.
Kundisch, D., & von Rechenberg, T. (2016). Does the Framing of Progress Towards Virtual Rewards Matter? [journal article]. Business & Information Systems Engineering, 1-16.
Lin, D. T., Park, J., Liebert, C. A., & Lau, J. N. (2015). Validity evidence for Surgical Improvement of Clinical Knowledge Ops: a novel gaming platform to assess surgical decision making. The American Journal of Surgery, 209(1), 79-85.
Magana, V. C., & Munoz-Organero, M. (2021). GAFU: Using a Gamification Tool to Save Fuel. IEEE Intelligent Transportation Systems Magazine, 7(2), 58-70.
Marcon, M., Sarti, A., & Tubaro, S. (2016). Toothbrush motion analysis to help children learn proper tooth brushing. Computer Vision and Image Understanding, 148, 34-45.
Marques, R., Gregório, J., Pinheiro, F., Póvoa, P., da Silva, M. M., & Lapão, L. V. (2019). How can information systems provide support to nurses’ hand hygiene performance? Using gamification and indoor location to improve hand hygiene awareness and reduce hospital infections [journal article]. BMC Medical Informatics and Decision Making, 17(1), 15.
Mavletova, A. (2022). Web surveys among children and adolescents: is there a gamification effect? Social Science Computer Review, 33(3), 372-398.
Moher, D., Liberati, A., Tetzlaff, J., & Altman, D. G. (2010). Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement. International Journal of Surgery, 8(5), 336-341.
Mokadam, N. A., Lee, R., Vaporciyan, A. A., Walker, J. D., Cerfolio, R. J., Hermsen, J. L., Baker, C. J., Mark, R., Aloia, L., Enter, D. H., Carpenter, A. J., Moon, M. R., Verrier, E. D., & Fann, J. I. (2018). Gamification in thoracic surgical education: Using competition to fuel performance. The Journal of Thoracic and Cardiovascular Surgery, 150(5), 1052-1058.
Morschheuser, B., & Hamari, J. (2019). The gamification of work: Lessons from crowdsourcing. Journal of Management Inquiry, 28(2), 145-148.
Nobel-Jørgensen, M., Malmgren-Hansen, D., Bærentzen, J. A., Sigmund, O., & Aage, N. (2016). Improving topology optimization intuition through games [journal article]. Structural and Multidisciplinary Optimization, 54(4), 775-781.
Prandi, C., Roccetti, M., Salomoni, P., Nisi, V., & Nunes, N. J. (2022). Fighting exclusion: a multimedia mobile app with zombies and maps as a medium for civic engagement and design [journal article]. Multimedia Tools and Applications, 76(4), 4951-4979.
Rapp, A., Cena, F., Gena, C., Marcengo, A., & Console, L. (2019). Using game mechanics for field evaluation of prototype social applications: a novel methodology. Behaviour & Information Technology, 35(3), 184-195.
Ribeiro, N., Moreira, L., Barros, A., Almeida, A. M., & Santos-Silva, F. (2020). Guidelines for a cancer prevention smartphone application: A mixed-methods study. International Journal of Medical Informatics, 94, 134-142.
Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business Horizons, 58(4), 411-420.
Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2016). Game on: Engaging customers and employees through gamification. Business Horizons, 59(1), 29-36.
Rosani, A., Boato, G., & Natale, F. G. B. D. (2020). EventMask: A Game-Based Framework for Event-Saliency Identification in Images. IEEE Transactions on Multimedia, 17(8), 1359-1371.
Sakamoto, M., Nakajima, T., & Akioka, S. (2016). Gamifying collective human behavior with gameful digital rhetoric [journal article]. Multimedia Tools and Applications, 1-43.
Su, C.-H. (2018). The effects of students' motivation, cognitive load and learning anxiety in gamification software engineering education: a structural equation modeling study [journal article]. Multimedia Tools and Applications, 75(16), 10013-10036.
Suh, A., Cheung, C. M. K., Ahuja, M., & Wagner, C. (2019). Gamification in the Workplace: The Central Role of the Aesthetic Experience. Journal of Management Information Systems, 34(1), 268-305.
Suh, A., Wagner, C., & Liu, L. (2016). Enhancing User Engagement through Gamification. Journal of Computer Information Systems, 1-10.
Tondello, G. F., Mora, A., & Nacke, L. E. (2017). Elements of gameful design emerging from user preferences. Proceedings of the Annual Symposium on Computer-Human Interaction in Play,
Vets, T., Nijs, L., Lesaffre, M., Moens, B., Bressan, F., Colpaert, P., Lambert, P., Van de Walle, R., & Leman, M. (2020). Gamified music improvisation with BilliArT: a multimodal installation with balls [journal article]. Journal on Multimodal User Interfaces, 11(1), 25-38.
Wang, D. (2017). Gamified learning through unity 3D in visualizing environments [journal article]. Neural Computing and Applications, 1-6.
Wang, X., Goh, D. H.-L., Lim, E.-P., Wei Liang Vu, A., & Chua, A. Y. K. (2021). Examining the Effectiveness of Gamification in Human Computation. International Journal of Human–Computer Interaction, 1-9.
Werbach, K., & Hunter, D. (2022). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
Zeybek, N., & Saygı, E. (2024). Gamification in education: Why, where, when, and how?—a systematic review. Games and Culture, 19(2), 237-264.
Zuckerman, O., & Gal-Oz, A. (2014). Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity [journal article]. Personal and Ubiquitous Computing, 18(7), 1705-1719.