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Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification

Bibliographic Data

ID23349707
AuthorsJuho Hamari (0000-0002-6573-588X, University Ucinf), Jonna Koivisto (0000-0002-6631-2571, University Ucinf), Harri Sarsa (Aalto University)
Year2014
Pages3025-3034
Publication date2014-01-01
Peer ReviewedYes
Open AccessNo
TypeCONFERENCE
Venue2014 47th Hawaii International Conference on System Sciences (CONFERENCE)
PublisherIEEE (PUBLISHER)
DOI10.1109/hicss.2014.377
OpenAlexW1998933811
LanguageEN
Citations received365
References cited34

This paper reviews peer-reviewed empirical studies on gamification. We create a framework for examining the effects of gamification by drawing from the definitions of gamification and the discussion on motivational affordances. The literature review covers results, independent variables (examined motivational affordances), dependent variables (examined psychological/behavioral outcomes from gamification), the contexts of gamification, and types of studies performed on the gamified systems. The paper examines the state of current research on the topic and points out gaps in existing literature. The review indicates that gamification provides positive effects, however, the effects are greatly dependent on the context in which the gamification is being implemented, as well as on the users using it. The findings of the review provide insight for further studies as well as for the design of gamified systems.

Affordance · Context (archaeology) · Empirical research · Epistemology · Human–computer interaction · Knowledge management · Computer Science · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology · Technology Adoption and User Behaviour

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Unique citing works365
Citations per year30,42
Citation span2014 - 2026 (13)
Citation velocitycurrent
Highly citedYes
Citation typesNeutral: 283
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