{"title":"Gamification and Its Application in the Social Environment: A Tool for Shaping Behaviour","authors":"Staling Cordero-Brito, J. Mena","doi":"10.4018/jitr.2020070104","DOIUrl":null,"url":null,"abstract":"This study sets out to conduct a systematic review of the emergence and evolution of gamification in the social environment, its main components, and its application as a learning tool through the motivation and engagement it generates in people. The results were obtained by consulting two major scientific databases, namely, Scopus and the Web of Science, which provided 136 articles published on the social environment from 2011 through to mid-2016 using the term gamification. The results of this study reveal how over time gamification has been gaining importance in the social environment through the use of its components. The highest number of scientific publications come from the United States and Spain. In addition, the use of gaming components increases motivation and engagement. It shows how gamification uses (individual or group) rewards according to the context to achieve the proposed objectives, being successfully implemented in education, health, services, and social learning.","PeriodicalId":296080,"journal":{"name":"J. Inf. Technol. Res.","volume":"31 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"J. Inf. Technol. Res.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/jitr.2020070104","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
Abstract
This study sets out to conduct a systematic review of the emergence and evolution of gamification in the social environment, its main components, and its application as a learning tool through the motivation and engagement it generates in people. The results were obtained by consulting two major scientific databases, namely, Scopus and the Web of Science, which provided 136 articles published on the social environment from 2011 through to mid-2016 using the term gamification. The results of this study reveal how over time gamification has been gaining importance in the social environment through the use of its components. The highest number of scientific publications come from the United States and Spain. In addition, the use of gaming components increases motivation and engagement. It shows how gamification uses (individual or group) rewards according to the context to achieve the proposed objectives, being successfully implemented in education, health, services, and social learning.
本研究旨在对游戏化在社会环境中的出现和演变、游戏化的主要组成部分以及游戏化作为一种学习工具的应用(通过游戏化在人们中产生的动机和参与度)进行系统回顾。这一结果是通过查阅两个主要的科学数据库,即Scopus和Web of Science获得的,这两个数据库提供了从2011年到2016年中期使用“游戏化”一词发表的136篇关于社会环境的文章。这项研究的结果揭示了随着时间的推移,游戏化如何通过使用其组件在社会环境中变得越来越重要。发表最多科学论文的国家是美国和西班牙。此外,游戏组件的使用还能提高动机和用户粘性。它展示了游戏化如何根据情境使用(个人或团体)奖励来实现所提出的目标,并成功地在教育、卫生、服务和社会学习中实施。