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Systematic review compares user experience outcomes in gamified and non-gamified learning applications, indicating varying effects on satisfaction and learnability.
This Zenodo deposit contains research outputs for a Systematic Literature Review (SLR) comparing gamified and non-gamified multimedia learning applications. The review follows PRISMA 2020 and analyzes 30 peer-reviewed articles (2021–2026). ## Files1. Paper.pdf — Main SLR manuscript2. SLR_Extraction_Matrix.xlsx — Extraction matrix for 30 studies3. PRISMA_Diagram.png — PRISMA 2020 flow diagram4. Gamification_Coding_Scheme.pdf — Coding rules for 6 gamification elements5. User_Segmentation_Classification_Criteria.pdf — Persona classification framework6. README.txt — Documentation ## Study Scope- **Type:** Systematic Literature Review (SLR)- **Guideline:** PRISMA 2020- **Databases:** Scopus, ACM Digital Library, Google Scholar- **Time span:** 2021–2026- **Studies:** 30 articles (15 gamified, 15 non-gamified)- **UX indicators:** Learnability, Efficiency, Memorability, Errors, Satisfaction ## Key Findings- Gamified apps: **higher satisfaction** (4.14 vs 3.62, +0.52)- Non-gamified apps: **better learnability** (4.07 vs 3.54, +0.53) & **memorability** (3.93 vs 3.40, +0.53)- Gamified apps: **lower error rates** (2.15 vs 2.54, −0.39) ## CitationLimbong, A. F. V., Wairooy, I. K., Zhou, E. P., & Makalew, B. A. (2026). *Comparing the Use of Gamification and Non-Gamification on User Experience in Multimedia Learning Applications*. Zenodo. ## LicenseCC BY 4.0
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Limbong et al. (2026) studied this question.
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