TY - JOUR
T1 - A Review of Gamification under Various Users, Fields & Applications
AU - Hussain, Sajithunisa
AU - George, Remya P.
AU - Ahmad, Nazia
AU - Jahan, Rifat
AU - Mustafa, Nahla Osman Ali
N1 - Publisher Copyright:
© 2023 Seventh Sense Research Group®.
PY - 2023/1
Y1 - 2023/1
N2 - Gamification denotes a platform from digital games to non-gaming settings. It has emerged in numerous fields and reached various people. This study aims to summarize the systematic literature review on gamification as a motivator and outlines various users, fields, and applications of gamification under study. It describes the distribution of studies as per the sources and years. Therefore, this study completed a systematic literature review of 18 research papers published in various electronic databases between the years 2015 and 2021. This examines the latest developments of gamification in various fields like health and fitness, online learning, Software engineering, learning, teaching, and Virtual reality. Also, it describes a wide range of around 15 applications under gamification and specifies 8 users who benefited from it; among them, gamification has involved many students in increasing their engagement and their motivation. Due to the pandemic outbreak, many students have lost their involvement in their education. Hence this gamification will help them engage and be motivated.
AB - Gamification denotes a platform from digital games to non-gaming settings. It has emerged in numerous fields and reached various people. This study aims to summarize the systematic literature review on gamification as a motivator and outlines various users, fields, and applications of gamification under study. It describes the distribution of studies as per the sources and years. Therefore, this study completed a systematic literature review of 18 research papers published in various electronic databases between the years 2015 and 2021. This examines the latest developments of gamification in various fields like health and fitness, online learning, Software engineering, learning, teaching, and Virtual reality. Also, it describes a wide range of around 15 applications under gamification and specifies 8 users who benefited from it; among them, gamification has involved many students in increasing their engagement and their motivation. Due to the pandemic outbreak, many students have lost their involvement in their education. Hence this gamification will help them engage and be motivated.
KW - Gamification in health and fitness
KW - Gamification in online learning
KW - Gamification in software engineering and technology
KW - Gamification in teaching
KW - Gamification in virtual reality
KW - Learning
UR - https://www.scopus.com/pages/publications/85149152551
U2 - 10.14445/22315381/IJETT-V71I1P229
DO - 10.14445/22315381/IJETT-V71I1P229
M3 - Review article
AN - SCOPUS:85149152551
SN - 2349-0918
VL - 71
SP - 330
EP - 339
JO - International Journal of Engineering Trends and Technology
JF - International Journal of Engineering Trends and Technology
IS - 1
ER -