TY - JOUR
T1 - An empirical study of gamification frameworks
AU - Buckley, Patrick
AU - Noonan, Seamus
AU - Geary, Conor
AU - MacKessy, Thomas
AU - Nagle, Eoghan
N1 - Publisher Copyright:
© 2019, IGI Global.
PY - 2019/1/1
Y1 - 2019/1/1
N2 - Gamification is a relatively novel concept which is attracting interest from academics and practitioners as a method of mediating individual behaviour. It is increasingly being used in a wide range of social and business contexts across a range of diverse activities such as education, health care and personal productivity. In this article, the components used to implement gamification are catalogued. Using a standardised rubric, a sample of gamified activities is studied to measure the prevalence of the various components used to implement gamification. This research provides an empirically validated catalogue of specific components used to implement gamification, which can serve to guide the work of academics and practitioners. It demonstrates variance in the use of the different types of component, indicating that the utility of gamification components may differ. Finally, by contrasting the utilization of components in the individual and group contexts, this research identifies the contextual sensitivity of gamification.
AB - Gamification is a relatively novel concept which is attracting interest from academics and practitioners as a method of mediating individual behaviour. It is increasingly being used in a wide range of social and business contexts across a range of diverse activities such as education, health care and personal productivity. In this article, the components used to implement gamification are catalogued. Using a standardised rubric, a sample of gamified activities is studied to measure the prevalence of the various components used to implement gamification. This research provides an empirically validated catalogue of specific components used to implement gamification, which can serve to guide the work of academics and practitioners. It demonstrates variance in the use of the different types of component, indicating that the utility of gamification components may differ. Finally, by contrasting the utilization of components in the individual and group contexts, this research identifies the contextual sensitivity of gamification.
KW - Components of gamification
KW - Gamification
KW - Gamification components
KW - Gamification contexts
KW - Gamified activities
UR - http://www.scopus.com/inward/record.url?scp=85055875562&partnerID=8YFLogxK
U2 - 10.4018/JOEUC.2019010102
DO - 10.4018/JOEUC.2019010102
M3 - Article
AN - SCOPUS:85055875562
SN - 1546-2234
VL - 31
SP - 22
EP - 38
JO - Journal of Organizational and End User Computing
JF - Journal of Organizational and End User Computing
IS - 1
ER -