Gamification is described as implementing game elements into non-game environments to enable game-like experiences. Gamification’s popularity has increased significantly over the years, as seen by an expanding number of gamified apps and a growing body of research. To present a more complete picture of the topic, we conduct a comprehensive analysis of the gamification literature and assess the research methodologies and findings in gamification research. While the majority of the outcomes are mixed with mostly positive in terms of gamification’s efficacy, the number of positive results is astounding. Additionally, health and commerce, as well as points and badges, continue to be the most often used settings and methods for gamification implementation. As a concluding contribution to the study, we present a complete overview of the future directions for the expanding body of research on gamification.
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Aulia et al. (2022) studied this question.
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