Gamification and serious games: A literature meta-analysis and integrative model

被引:114
|
作者
Baptista, Goncalo [1 ]
Oliveira, Tiago [1 ]
机构
[1] Univ Nova Lisboa, Informat Management Sch, NOVA IMS, Lisbon, Portugal
关键词
Gamification; Serious games; meta-Analysis; INFORMATION-TECHNOLOGY; PERCEIVED USEFULNESS; USER ACCEPTANCE; UNIFIED THEORY; INTENTION; IMPACT; ENJOYMENT; PEOPLE; PERCEPTION; MOTIVATION;
D O I
10.1016/j.chb.2018.11.030
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
In recent years we have witnessed a growing number of companies and institutions embedding game mechanics and game design techniques in all types of information systems, applications, and services. Following this trend, it is possible to find an increasing number of publications studying these subjects. With this meta-analysis we synthesise and integrate all the earlier literature and information available on gamification and serious games, assessing the current state-of-the-art in the field, filling a literature gap on this subject. We calculated meta analysis effects from a total of 54 studies and 59 datasets collected from the literature. Attitude, enjoyment, and usefulness are the most relevant predictors of intention to use gamification. Intention, enjoyment, and usefulness are the most relevant predictors of the brand attitude towards gamification. Our results allow us to present a theoretical model that will be of value to future gamification studies.
引用
收藏
页码:306 / 315
页数:10
相关论文
共 50 条
  • [1] Serious Games and Gamification in Healthcare: A Meta-Review
    Damasevicius, Robertas
    Maskeliunas, Rytis
    Blazauskas, Tomas
    [J]. INFORMATION, 2023, 14 (02)
  • [2] Serious Games and Gamification in the Corporate Training Environment: a Literature Review
    Kristi Larson
    [J]. TechTrends, 2020, 64 : 319 - 328
  • [3] Serious Games and Gamification in the Corporate Training Environment: a Literature Review
    Larson, Kristi
    [J]. TECHTRENDS, 2020, 64 (02) : 319 - 328
  • [4] A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games
    Wouters, Pieter
    van Nimwegen, Christof
    van Oostendorp, Herre
    van der Spek, Erik D.
    [J]. JOURNAL OF EDUCATIONAL PSYCHOLOGY, 2013, 105 (02) : 249 - 265
  • [5] A Gamification Approach for Serious Games
    Abed, Hamza
    Pernelle, Philippe
    Carron, Thibault
    Talbot, Stephane
    Wayntal, David
    Ben Amar, Chokri
    [J]. PROCEEDINGS OF 2018 IEEE INTERNATIONAL CONFERENCE ON TEACHING, ASSESSMENT, AND LEARNING FOR ENGINEERING (TALE), 2018, : 551 - 558
  • [6] Serious games and the gamification of tourism
    Xu, Feifei
    Buhalis, Dimitrios
    Weber, Jessika
    [J]. TOURISM MANAGEMENT, 2017, 60 : 244 - 256
  • [8] A meta-analysis of serious digital games for healthy lifestyle promotion
    DeSmet, Ann
    Van Ryckeghem, Dimitri
    Compernolle, Sofie
    Baranowski, Tom
    Thompson, Debbe
    Crombez, Geert
    Poels, Karolien
    Van Lippevelde, Wendy
    Bastiaensens, Sara
    Van Cleemput, Katrien
    Vandebosch, Heidi
    De Bourdeaudhuij, Ilse
    [J]. PREVENTIVE MEDICINE, 2014, 69 : 95 - 107
  • [9] The Gamification of Learning: a Meta-analysis
    Sailer, Michael
    Homner, Lisa
    [J]. EDUCATIONAL PSYCHOLOGY REVIEW, 2020, 32 (01) : 77 - 112
  • [10] Serious Games: The Future of Psychotherapy? Proposal of an Integrative Model
    Fovet, Thomas
    Micoulaud-Franchi, Jean-Arthur
    Jardri, Renaud
    Linden, David E. J.
    Amad, Ali
    [J]. PSYCHOTHERAPY AND PSYCHOSOMATICS, 2017, 86 (03) : 187 - 188