A Review of Gamification under various Users, Fields & Applications

A Review of Gamification under various Users, Fields & Applications

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© 2023 by IJETT Journal
Volume-71 Issue-1
Year of Publication : 2023
Author : Sajithunisa Hussain, Remya P George, Nazia Ahmad, Rifat Jahan, Nahla Osman Ali Mustafa
DOI : 10.14445/22315381/IJETT-V71I1P229

How to Cite?

Sajithunisa Hussain, Remya P George, Nazia Ahmad, Rifat Jahan, Nahla Osman Ali Mustafa, "A Review of Gamification under various Users, Fields & Applications," International Journal of Engineering Trends and Technology, vol. 71, no. 1, pp. 330-339, 2023. Crossref, https://doi.org/10.14445/22315381/IJETT-V71I1P229

Abstract
Gamification denotes a platform from digital games to non-gaming settings. It has emerged in numerous fields and reached various people. This study aims to summarize the systematic literature review on gamification as a motivator and outlines various users, fields, and applications of gamification under study. It describes the distribution of studies as per the sources and years. Therefore, this study completed a systematic literature review of 18 research papers published in various electronic databases between the years 2015 and 2021. This examines the latest developments of gamification in various fields like health and fitness, online learning, Software engineering, learning, teaching, and Virtual reality. Also, it describes a wide range of around 15 applications under gamification and specifies 8 users who benefited from it; among them, gamification has involved many students in increasing their engagement and their motivation. Due to the pandemic outbreak, many students have lost their involvement in their education. Hence this gamification will help them engage and be motivated.

Keywords
Gamification in health and fitness, Gamification in online learning, Gamification in software engineering and technology, Gamification in teaching, Learning, and Gamification in virtual reality.

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