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Concept
Results - Contexts of Gamification (Hamari et al. 2014)
- "the context of gamification" means the activity or service that is being gamified
- table 5 displays all contexts that were studied in the articles
- the most common one was using gamification in the field of education or learning
- studies in this context found positive (e.g., improved engagement and enjoyment) and negative (e.g., heightened competition) outcomes
- none of the papers explicitly studied gamification in a marketing context, but the results have implications for businesses and management fields/aspects such as purchase behavior

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Updated 2021-01-31
Tags
Psychology
Social Science
Empirical Science
Science