Evolution of Gamification, Its Implications, and Its Statistical Impact on the Society
Dados Bibliográficos
| ID | 22197730 |
|---|---|
| Autores | Deepak Sharma (0000-0001-7612-3486, Poornima University), Jitendra Sharma (0000-0002-1062-7566, Poornima University) |
| Ano | 2023 |
| Volume | 4 |
| Fascículo | 2SE |
| Data de publicação | 2023-09-02 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | ShodhKosh: Journal of Visual and Performing Arts (JOURNAL) |
| Identificadores do periódico | ISSN: 2582-7472 • E-ISSN: 2582-7472 |
| Editora | Granthaalayah Publications and Printers (PUBLISHER • IN) |
| DOI | 10.29121/shodhkosh.v4.i2se.2023.456 |
| OpenAlex | W4386392240 |
| Idioma | EN |
| Citações recebidas | 2 |
| Referências citadas | 47 |
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
A definition for gamification
Developing a Theory of Gamified Learning
Gamification in theory and action
Why do people use gamification services?
The impact of gamification on learning and instruction
History of Gamification and Its Role in the Educational Process
Topic Evolution in the Research on Educational Gamification
Children’s gaming involves much more than the gaming itself
How to improve creativity
Serious Games and Gamification for Mental Health
Playing Apart Together
Gamifying Gamification in the Sociology Classroom
| Obras citantes distintas | 2 |
|---|---|
| Citações por ano | 1 |
| Intervalo de citações | 2024 - 2024 (1) |
| Velocidade de citação | recent |
| Altamente citado | Não |
| Tipos de citação | Neutras: 2 |