Learn Before
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
Image 0

0

1

Updated 2021-01-31

Contributors are:

Who are from:

Tags

Psychology

Social Science

Empirical Science

Science