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      Main gamification concepts: A systematic mapping study

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          Abstract

          Gamification involves incorporating elements of online games, such as points, leaderboards, and badges into non-game contexts, in order to improve engagement with both employees and consumers. The main point of this paper is, to sum up, what previous authors investigated in the field of Gamification. An analysis of the literature covering 50 papers from 2011 to 2016 was conducted, using Leximancer software, to determine and shape the main themes and concepts proposed in gamification papers. Answering our research question, “What guidelines may provide to future research, the key themes and concepts found in published scientific papers on gamification?”, we conclude that the researchers identified eight themes (gamification; game; use; users; business; points; engagement; learning) and twenty-eight related concepts. The present systematic review contributes to establishing possible guidelines for prospective studies, based on the analyzed papers, considering particularly their 'Conclusions' and on the 'Future research' sections, integrating game design contents in business, learning and education. Further, highlights the usefulness of Leximancer for qualitative content analysis, in this field of research.

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          Document Analysis as a Qualitative Research Method

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            Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance

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              On-line trust: concepts, evolving themes, a model

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                Author and article information

                Contributors
                Journal
                Heliyon
                Heliyon
                Heliyon
                Elsevier
                2405-8440
                17 July 2019
                July 2019
                17 July 2019
                : 5
                : 7
                : e01993
                Affiliations
                [a ]Instituto Universitário de Lisboa (ISCTE-IUL), ISTAR-IUL, Lisboa, Portugal
                [b ]Instituto Universitário de Lisboa (ISCTE-IUL), Business Research Unit (BRU-IUL), Lisboa, Portugal
                Author notes
                []Corresponding author. lfrodrigues0502@ 123456hotmail.com
                Article
                S2405-8440(19)35618-X e01993
                10.1016/j.heliyon.2019.e01993
                6639688
                31360779
                e3d935f9-98c3-4139-a946-a5e27654e598
                © 2019 Published by Elsevier Ltd.

                This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).

                History
                : 11 October 2018
                : 1 March 2019
                : 18 June 2019
                Categories
                Article

                education,information science,business,software development,leximancer,consumers,semantic analysis,qualitative methods,gamification,marketing,computer science

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