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ABSTRACT: Objective
Gamification broadly refers to the use of game design elements in non-game contexts with the goal of promoting users' engagement. Gamification strategies appear as an advantageous tool to increase the motivation and involvement of users. The purpose of this systematic review is to identify studies using gamification strategies in distinct intervention contexts and to describe their impact in each type of intervention. Thus, the focus is on the construct (gamification) rather than on a particular area or population.Results
To achieve this goal, Scopus, IEEE, Web of Science, MEDLINE, ERIC, and PsycINFO databases will be used to gather data for the systematic review. Both the research and report of results will be based on Cochrane's recommendations and PRISMA guidelines. Data, including the assessment on the quality of the articles, will be conducted by two members of the team independently. Findings will be reported narratively. The ethical approval is not required as the research does not involve data collection. Findings will be submitted to a peer-review journal and the results will be presented on international congresses. Future reviews could consider investigating particular areas of intervention in which gamification strategies are being employed. Trial registration Systematic Review Registration: PROSPERO CRD42017070508.
SUBMITTER: Lopes S
PROVIDER: S-EPMC6387509 | biostudies-literature | 2019 Feb
REPOSITORIES: biostudies-literature
Lopes Sílvia S Pereira Armanda A Magalhães Paula P Oliveira André A Rosário Pedro P
BMC research notes 20190222 1
<h4>Objective</h4>Gamification broadly refers to the use of game design elements in non-game contexts with the goal of promoting users' engagement. Gamification strategies appear as an advantageous tool to increase the motivation and involvement of users. The purpose of this systematic review is to identify studies using gamification strategies in distinct intervention contexts and to describe their impact in each type of intervention. Thus, the focus is on the construct (gamification) rather th ...[more]