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Gamification and serious games: A literature meta-analysis and integrative model

机译:游戏化和严肃游戏:文献荟萃分析和整合模型

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摘要

In recent years we have witnessed a growing number of companies and institutions embedding game mechanics and game design techniques in all types of information systems, applications, and services. Following this trend, it is possible to find an increasing number of publications studying these subjects. With this meta-analysis we synthesise and integrate all the earlier literature and information available on gamification and serious games, assessing the current state-of-the-art in the field, filling a literature gap on this subject. We calculated meta analysis effects from a total of 54 studies and 59 datasets collected from the literature. Attitude, enjoyment, and usefulness are the most relevant predictors of intention to use gamification. Intention, enjoyment, and usefulness are the most relevant predictors of the brand attitude towards gamification. Our results allow us to present a theoretical model that will be of value to future gamification studies.
机译:近年来,我们见证了越来越多的公司和机构将游戏机制和游戏设计技术嵌入所有类型的信息系统,应用程序和服务中。遵循这种趋势,有可能找到越来越多的研究这些主题的出版物。通过这种荟萃分析,我们综合并整合了有关游戏化和严肃游戏的所有早期文献和信息,评估了该领域的最新技术,填补了该主题的文献空白。我们从总共54项研究和从文献中收集的59个数据集计算了元分析效果。态度,享受和有用性是使用游戏化意图的最相关预测因素。意图,享受和有用性是品牌对游戏化态度最相关的预测因素。我们的结果使我们能够提出一个理论模型,该模型将对未来的游戏化研究具有价值。

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