Does gamification affect flow experience? A systematic literature review
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216305%3A26230%2F21%3APU139691" target="_blank" >RIV/00216305:26230/21:PU139691 - isvavai.cz</a>
Výsledek na webu
<a href="https://www.fit.vut.cz/research/publication/12459/" target="_blank" >https://www.fit.vut.cz/research/publication/12459/</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.48550/arXiv.2106.09942" target="_blank" >10.48550/arXiv.2106.09942</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Does gamification affect flow experience? A systematic literature review
Popis výsledku v původním jazyce
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.
Název v anglickém jazyce
Does gamification affect flow experience? A systematic literature review
Popis výsledku anglicky
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.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2021
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
GamiFIN Conference 2021
ISBN
979-000-000-6
ISSN
—
e-ISSN
—
Počet stran výsledku
10
Strana od-do
110-119
Název nakladatele
Association for Computing Machinery
Místo vydání
Tampere
Místo konání akce
online
Datum konání akce
7. 4. 2021
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
—