An empirical study of gamification frameworks

Patrick Buckley, Seamus Noonan, Conor Geary, Thomas Mackessy, Eoghan Nagle

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

Abstract

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.

Original languageEnglish
Title of host publicationResearch Anthology on Game Design, Development, Usage, and Social Impact
PublisherIGI Global
Pages1852-1869
Number of pages18
ISBN (Electronic)9781668475904
ISBN (Print)1668475898, 9781668475898
DOIs
Publication statusPublished - 7 Oct 2022

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