Cited by 8Educational Games and GamificationInnovative Human-Technology InteractionDigital Games and Media

Impact of Gamification on User Experience: An Empirical Review

Persada, Andhika Giri·2023·2023 7th International Conference on Electrical, Telecommunication and Computer Engineering (ELTICOM)

Abstract

Gamification, the integration of game elements into non-gaming contexts, has been making a significant impact on user experiences in diverse domains, such as education, business, healthcare, entertainment, e-commerce, and public services. This comprehensive review synthesizes findings from 32 empirical studies to provide a deeper understanding of gamification’s effects on user motivation, engagement, and satisfaction. The results unequivocally demonstrate the positive influence of gamification on these aspects of the user experience, with elements like points, rewards, and challenges emerging as pivotal drivers. However, the impact of gamification is context-dependent, varying based on design elements and specific user demographics. Notably, younger users tend to exhibit heightened engagement with gamification, underscoring the need for thoughtful design practices to maximize its benefits.

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Crossref · 10.1109/elticom61905.2023.10443134

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34 of 34 references verified0 citation errors · 0 not checkable

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Authors
Persada, A. G.
Affiliations
Islamic University of Indonesia (ID)
Corresponding author
Persada, Andhika Giri
Venue
2023 7th International Conference on Electrical, Telecommunication and Computer Engineering (ELTICOM)
Publisher
IEEE
Published
2023-12-13
Pages
43-47
OpenAlex
W4392152647
Cited by
7
References
37
Citations by year
2026: 2 · 2025: 5
FWCI
7.46
Type
conference paper
Language
en
Open access
closed
Locations
International Conference on Electrical, Telecommunication and Computer Engineering (ELTICOM) (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
gamification, user experience, user motivation, user engagement, user satisfaction, points and rewards, challenges, game elements, context sensitivity, age differences, gamification design

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