The DOI matches its Crossref record; 108 of the 108 references it cites were found in a registry or an index.
Tailored gamification: A review of literature
Open accessAbstract
Gamification is increasingly becoming a pertinent aspect of any UI and UX design. However, a canonical dearth in research and application of gamification has been related to the role of individual differences in susceptibility to gamification and its varied designs. To address this gap, this study reviews the extant corpus of research on tailored gamification (42 studies). The findings of the review indicate that most studies on the field are mostly focused on user modeling for a future personalization, adaptation, or recommendation of game elements. This user model usually contains the users’ preferences of play (i.e., player types), and is mostly applied in educational settings. The main contributions of this paper are a standardized terminology of the game elements used in tailored gamification, the discussion on the most suitable game elements for each users’ characteristic, and a research agenda including dynamic modeling, exploring multiple characteristics simultaneously, and understanding the effects of other aspects of the interaction on user experience.
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Cites
Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions
Ryan, R. M., & Deci, E. L. (2000) · Contemporary Educational Psychology · doi:10.1006/ceps.1999.1020 · Cited by 18,666 · cited 1×
“…which is a correlation between many player typology proposals (Bartle, 1996; Bateman and Boon, 2005; Caillois, 2001; Fritz, 2004; Fullerton et al., 2008; Koster, 2004; Nacke et al., 2011; Yee, 2006) and personality traits studies (Berecz, 2008; Cattell, 2001; Crowne, 2007; Ryan and Deci, 2000).”
BackgroundCultures and Organizations: Software of the Mind.
Triandis, H. C., & Hofstede, G. (1993) · Administrative Science Quarterly · doi:10.2307/2393257 · Cited by 17,696
Culture's Consequences: International Differences in Work-Related Values.
Sorge, A., & Hofstede, G. (1983) · Administrative Science Quarterly · doi:10.2307/2393017 · Cited by 15,062
Systematic Literature Reviews in Software Engineering—A Systematic Literature Review
Kitchenham, B., Pearl Brereton, O., Budgen, D., Turner, M., Bailey, J., & Linkman, S. (2009) · Information and Software Technology · doi:10.1016/j.infsof.2008.09.009 · Cited by 4,537
Wohlin, C. (2014) · Proceedings of the 18th International Conference on Evaluation and Assessment in Software Engineering · doi:10.1145/2601248.2601268 · Cited by 4,234 · cited 2×
“…et al., 2015; Roosta et al., 2016; Taspinar et al., 2016; Tondello et al., 2017a; 2017b; 2016; Utomo and Santoso, 2015; Čudanov et al., 2014; Xu and Tang, 2015) have gone through the backward snowballing process, which uses the reference list of each one to identify additional work (Wohlin, 2014).”
MethodAchievement motivation: Conceptions of ability, subjective experience, task choice, and performance.
Nicholls, J. G. (1984) · Psychological Review · doi:10.1037/0033-295x.91.3.328 · Cited by 4,161
Culture's Consequences: International Differences in Work-Related Values.
Schooler, C., & Hofstede, G. (1983) · Contemporary Sociology · doi:10.2307/2066725 · Cited by 3,741
Approach and avoidance motivation and achievement goals
Elliot, A. J. (1999) · Educational Psychologist · doi:10.1207/s15326985ep3403_3 · Cited by 3,103
(2006) · doi:10.1080/01449290500330331 · Cited by 3,026
Intrinsic and extrinsic motivation
Benabou, R., & Tirole, J. (2003) · Review of Economic Studies · doi:10.1111/1467-937x.00253 · Cited by 2,913
Cited by
Tailored gamification in education: A literature review and future agenda
Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani, S. (2023) · Education and Information Technologies · doi:10.1007/s10639-022-11122-4 · Cited by 341
Self-citationModels of Instructional Design in Gamification: A Systematic Review of the Literature
González-Fernández, A., Revuelta-Domínguez, F.-I., & Fernández-Sánchez, M. R. (2022) · Education Sciences · doi:10.3390/educsci12010044 · Cited by 37
Does gamification affect flow experience? A systematic literature review
Oliveira, W., Pastushenko, O., Rodrigues, L., Toda, A. M., Palomino, P. T., Hamari, J., & Isotani, S. (2021) · arXiv · doi:10.48550/arxiv.2106.09942 · Cited by 37
Self-citationThe Effects of Gamification on Learners’ Engagement According to Their Gamification User Types
dos Santos, L. F., Oliveira, W., Corrêa de Lima, A., de Castro Junior, A. A., & Hamari, J. (2026) · Technology, Knowledge and Learning · doi:10.1007/s10758-025-09866-2 · Cited by 11
Self-citationCross-Cultural Gamification: Understanding Design and User Experience in Different Cultural Contexts
Asrifan, A., Kaddas, B., Mulyadi, M., Pratiwi, W. R., Supriadi, S., & Jabu, B. (2024) · Advances in Media, Entertainment, and the Arts · doi:10.4018/979-8-3693-8322-3.ch001 · Cited by 3
Metadata
- Authors
- Klock, A. C. T., Gasparini, I., Pimenta, M. S., & Hamari, J.
- Venue
- International Journal of Human-Computer Studies
- Publisher
- Elsevier BV
- Published
- 2020-12
- Volume
- 144
- Pages
- 102495
- ISSN
- 1071-5819 (ISSN-L)
- OpenAlex
- W3034650940
- Cited by
- 403
- References
- 108
- FWCI
- 71.95
- Type
- journal article
- Language
- en
- Open access
- hybrid
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