Publication trends in gamification: A systematic mapping study

Figure: Topic modeling -based analysis of current application areas in gamification Figure: Topic modeling -based analysis of current application areas in gamification

Gamification, or the application of game elements in non-game environments, is nowadays an increasingly popular field of research. The number of yearly publications on the topic has grown overwhelmingly. In this paper, we mapped the publication trends in gamification, and analyzed which in which fields the application of gamification is most popular. Health, play, education, crowdsourcing, and software development were identified as the most trending topics.

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Abstract

The term gamification and gamified systems are a trending area of research. However, gamification can indicate several different things, such as applying the game-like elements into the design of the user interface of a software, but not all gamification is necessarily associated with software products. Overall, it is unclear what different aspects are studied under the umbrella of ‘gamification’, and what is the current state of the art in the gamification research. In this paper, 1164 gamification studies are analyzed and classified based on their focus areas and the research topics to establish what the research trends in gamification are. Based on the results, e-learning and proof-of-concept studies in the ecological lifestyle and sustainability, assisting computer science studies and improving motivation are the trendiest areas of gamification research. Currently, the most common types of research are the proof-of-concept studies, and theoretical works on the different concepts and elements of gamification.

Reference

Kasurinen, J., Knutas, A. (2018). Publication trends in gamification: A systematic mapping study. Computer Science Review, 27, 33-44. DOI: 10.1016/j.cosrev.2017.10.003

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