Detail publikačního výsledku

Does gamification affect flow experience? A systematic literature review

OLIVEIRA, W.; PASTUSHENKO, O.; RODRIGUES, L.; TODA, A.; PALOMINO, P.; HAMARI, J.; ISOTANI, S.

Originální název

Does gamification affect flow experience? A systematic literature review

Anglický název

Does gamification affect flow experience? A systematic literature review

Druh

Stať ve sborníku v databázi WoS či Scopus

Originální abstrakt

In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (systematic literature reviews) in this field, it is difficult to get the state-of-the-art of this research domain. To address this problem, we conducted a systematic literature review to identify which gamification design methods have been used in the studies about gamification and Flow Theory, which gamification elements have been used in these studies, which methods have been used to evaluate the users' flow experience in gamified settings, and how gamification affects users' flow experience. The main results show that there is growing interest to this field, as the number of publications is increasing. The most significant interest is in the area of gamification in education. However, there is no unanimity regarding the preferred method of the study or the effects of gamification on users' experience. Our results highlight the importance of conducting new experimental studies investigating how gamification affects the users' flow experience in different gamified settings, applications and domains.

Anglický abstrakt

In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (systematic literature reviews) in this field, it is difficult to get the state-of-the-art of this research domain. To address this problem, we conducted a systematic literature review to identify which gamification design methods have been used in the studies about gamification and Flow Theory, which gamification elements have been used in these studies, which methods have been used to evaluate the users' flow experience in gamified settings, and how gamification affects users' flow experience. The main results show that there is growing interest to this field, as the number of publications is increasing. The most significant interest is in the area of gamification in education. However, there is no unanimity regarding the preferred method of the study or the effects of gamification on users' experience. Our results highlight the importance of conducting new experimental studies investigating how gamification affects the users' flow experience in different gamified settings, applications and domains.

Klíčová slova

Gamification, Flow Theory, User experience, Gamified settings, přehled literatury

Klíčová slova v angličtině

Gamification, Flow Theory, User experience, Gamified settings, přehled literatury

Autoři

OLIVEIRA, W.; PASTUSHENKO, O.; RODRIGUES, L.; TODA, A.; PALOMINO, P.; HAMARI, J.; ISOTANI, S.

Rok RIV

2023

Vydáno

07.04.2021

Nakladatel

Association for Computing Machinery

Místo

Tampere

ISBN

979-000-000-6

Kniha

GamiFIN Conference 2021

Edice

GamiFIN Conference 2021

Strany od

110

Strany do

119

Strany počet

10

URL

BibTex

@inproceedings{BUT169804,
  author="OLIVEIRA, W. and PASTUSHENKO, O. and RODRIGUES, L. and TODA, A. and PALOMINO, P. and HAMARI, J. and ISOTANI, S.",
  title="Does gamification affect flow experience? A systematic literature review",
  booktitle="GamiFIN Conference 2021",
  year="2021",
  series="GamiFIN Conference 2021",
  pages="110--119",
  publisher="Association for Computing Machinery",
  address="Tampere",
  doi="10.48550/arXiv.2106.09942",
  isbn="979-000-000-6",
  url="https://ceur-ws.org/Vol-2883/paper12.pdf"
}

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