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Evolution of Gamification, Its Implications, and Its Statistical Impact on the Society

Datos Bibliográficos

ID22197730
AutoresDeepak Sharma (0000-0001-7612-3486, Poornima University), Jitendra Sharma (0000-0002-1062-7566, Poornima University)
Año2023
Volumen4
Número2SE
Fecha de publicación2023-09-02
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaShodhKosh: Journal of Visual and Performing Arts (JOURNAL)
Identificadores de la revistaISSN: 2582-7472 • E-ISSN: 2582-7472
EditorialGranthaalayah Publications and Printers (PUBLISHER • IN)
DOI10.29121/shodhkosh.v4.i2se.2023.456
OpenAlexW4386392240
IdiomaEN
Citas recibidas2
Referencias citadas47

Whenever we play games, whether they are outdoor or indoor, it gives us the ability to make decisions, strengthens our brain activities, increases our visual perceptions, and gives us motivation to win. The phenomenon of applying game elements to our daily routine culture exists from many decades ago, when the word gamification never existed, but grew into the concept we recognize today. The aim of this paper is to highlight the evolution of gamification, how it came into being and started rolling its wheels to motivate people and engage them towards productivity, changing the mind-set towards learning techniques. In modern trends, what are the implications of gamification? The paper describes how gamification in the education field helps learners get motivated. In the marketing field, how does it aid in customer loyalty? In healthcare, gamification helps with daily routine behavioral changes to get fit. Will go through the statistical analysis of gamification trends and conclude to its impact on society

Business · Economics · Epistemology · Loyalty · Perception · Phenomenon · Productivity · Computer Science · Digital Games and Media · Educational Games and Gamification · Mathematics · Psychology · Virtual Reality Applications and Impacts · Marketing

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    Open Access•Deepak Sharma, Jitendra Sharma et al.•ShodhKosh: Journal of Visual and…•2024

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    Open Access•Sujit Kumar Karmakar, Arijit Basu et al.•ShodhKosh: Journal of Visual and…•2024

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    Open Access•Kai Huotari, Juho Hamari•Electronic Markets•2017

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    Open Access•Richard N Landers•Simulation & Gaming•2014

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    Open Access•Katie Seaborn, Deborah I Fels•International Journal of…•2015

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    Open Access•Juho Hamari, Jonna Koivisto•International Journal of…•2015

  • The impact of gamification on learning and instruction

    Open Access•Zamzami Zainuddin, Samuel Kai Wah Chu et al.•Educational Research Review•2020

  • History of Gamification and Its Role in the Educational Process

    Open Access•Nazokat Fayzullayevna Khaitova•International Journal of…•2021

  • Topic Evolution in the Research on Educational Gamification

    Open Access•Jakub Swacha•Education Sciences•2022

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    Open Access•Juho Kahila, Matti Tedre et al.•Convergence The International…•2021

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    Hui Xu, Juho Hamari•Behaviour and Information…•2023

  • Serious Games and Gamification for Mental Health

    Open Access•Theresa Fleming, Lynda Bavin et al.•Frontiers in Psychiatry•2017

  • Playing Apart Together

    Open Access•T T Bengtsson, Louise Høyer Bom et al.•Young•2021

  • Gamifying Gamification in the Sociology Classroom

    Open Access•Brandon Folse, Frederick Poole et al.•Teaching Sociology•2024

Obras citantes distintas2
Citas por año1
Intervalo de citas2024 - 2024 (1)
Velocidad de citaciónrecent
Altamente citadoNo
Tipos de citaNeutras: 2
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