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The rise of motivational information systems: A review of gamification research

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  • Koivisto, Jonna
  • Hamari, Juho

Abstract

Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of gamification has skyrocketed and manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. However, this vein of research has mainly advanced without an agenda, theoretical guidance or a clear picture of the field.

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  • Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
  • Handle: RePEc:eee:ininma:v:45:y:2019:i:c:p:191-210
    DOI: 10.1016/j.ijinfomgt.2018.10.013
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    7. Mihaela Covrig & Simona Irina Goia (Agoston) & Ramona Stefania Igret & Cristian Virgil Marinas & Alexandra Dorina Miron & Monica Roman, 2023. "Students Engagement and Motivation in Gamified Learning," The AMFITEATRU ECONOMIC journal, Academy of Economic Studies - Bucharest, Romania, vol. 25(S17), pages 1003-1003, November.
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    20. Zhou, Fei & Lin, Youhai & Mou, Jian & Cohen, Jason & Chen, Sihua, 2023. "Understanding the dark side of gamified interactions on short-form video platforms: Through a lens of expectations violations theory," Technological Forecasting and Social Change, Elsevier, vol. 186(PB).
    21. Thomas, Nibu John & Baral, Rupashree & Crocco, Oliver S. & Mohanan, Swathi, 2023. "A framework for gamification in the metaverse era: How designers envision gameful experience," Technological Forecasting and Social Change, Elsevier, vol. 193(C).
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    23. Alvin Chung Man Leung & Radhika Santhanam & Ron Chi-Wai Kwok & Wei Thoo Yue, 2023. "Could Gamification Designs Enhance Online Learning Through Personalization? Lessons from a Field Experiment," Information Systems Research, INFORMS, vol. 34(1), pages 27-49, March.
    24. Juin-Ming Tsai & Shiu-Wan Hung & Guan-Ting Lin, 2022. "Continued usage of smart wearable devices (SWDs): cross-level analysis of gamification and network externality," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(3), pages 1661-1676, September.

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