Abstract
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.
| Original language | English |
|---|---|
| Pages (from-to) | 330-339 |
| Number of pages | 10 |
| Journal | International Journal of Engineering Trends and Technology |
| Volume | 71 |
| Issue number | 1 |
| DOIs | |
| State | Published - Jan 2023 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
Keywords
- Gamification in health and fitness
- Gamification in online learning
- Gamification in software engineering and technology
- Gamification in teaching
- Gamification in virtual reality
- Learning
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