The rise of motivational information systems: A review of gamification research
Jonna Koivisto and
Juho Hamari
International Journal of Information Management, 2019, vol. 45, issue C, 191-210
Abstract:
Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of gamification has skyrocketed and manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. However, this vein of research has mainly advanced without an agenda, theoretical guidance or a clear picture of the field.
Keywords: Gamification; Games; Motivational information system; Affordance; Literature review (search for similar items in EconPapers)
Date: 2019
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (42)
Downloads: (external link)
http://www.sciencedirect.com/science/article/pii/S0268401217305169
Full text for ScienceDirect subscribers only
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:eee:ininma:v:45:y:2019:i:c:p:191-210
DOI: 10.1016/j.ijinfomgt.2018.10.013
Access Statistics for this article
International Journal of Information Management is currently edited by Yogesh K. Dwivedi
More articles in International Journal of Information Management from Elsevier
Bibliographic data for series maintained by Catherine Liu ().