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Does gamification affect flow experience? A systematic literature review

Oliveira, Wilk; Pastushenko, Olena; Rodrigues, Luiz; Toda, Armando M.; Palomino, Paula T.; Hamari, Juho; Isotani, Seiji (2021)

 
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Does_gamification_affect_flow_experience.pdf (4.187Mt)
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URI
http://ceur-ws.org/Vol-2883/paper12.pdf


Oliveira, Wilk
Pastushenko, Olena
Rodrigues, Luiz
Toda, Armando M.
Palomino, Paula T.
Hamari, Juho
Isotani, Seiji
2021

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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202108176588

Kuvaus

Peer reviewed
Tiivistelmä
<p>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 (e.g., 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 i) which gamification design methods have been used in the studies about gamification and Flow Theory, ii) which gamification elements have been used in these studies, Hi) which methods have been used to evaluate the users' flow experience in gamified settings, and iv) 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.</p>
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  • TUNICRIS-julkaisut [20536]
Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste
 

 

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Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste