Cited by 5,201Educational Games and GamificationDigital Games and MediaInnovative Human-Technology Interaction

The DOI matches its Crossref record; 42 of the 43 references it cites were found in a registry or an index.

Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification

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Hamari, Juho, Koivisto, Jonna, Sarsa, Harri·2014·2014 47th Hawaii International Conference on System Sciences

Abstract

This paper reviews peer-reviewed empirical studies on gamification. We create a framework for examining the effects of gamification by drawing from the definitions of gamification and the discussion on motivational affordances. The literature review covers results, independent variables (examined motivational affordances), dependent variables (examined psychological/behavioral outcomes from gamification), the contexts of gamification, and types of studies performed on the gamified systems. The paper examines the state of current research on the topic and points out gaps in existing literature. The review indicates that gamification provides positive effects, however, the effects are greatly dependent on the context in which the gamification is being implemented, as well as on the users using it. The findings of the review provide insight for further studies as well as for the design of gamified systems.

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Research works printed but not linked: 5

  1. 2011, Gartner Says by 2015 More Than 50 Percent of Organizations that Manage Innovation Processes Will Gamify those Processes
  2. 10.1037/0003-066X.55.1.68 · DOI · Paper page
  3. farzan, 2008, When the experiment is over: Deploying an incentive system to all the users, Symposium on Persuasive Technology
  4. hamari, 2011, Perspectives from behavioral economics to analyzing game design patterns: Loss aversion in social games, The CHI 2011 Social Games Workshop
  5. deci, 1985, Self-Determination

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Metadata

Authors
Hamari, J., Koivisto, J., & Sarsa, H.
Affiliations
  • Tampere University (FI)
  • Aalto University (FI)
Venue
2014 47th Hawaii International Conference on System Sciences
Publisher
IEEE
Published
2014-01
Pages
3025-3034
ISSN
1530-1605 (ISSN-L)
OpenAlex
W1998933811
Cited by
5,201
References
43
Citations by year
2026: 519 · 2025: 675 · 2024: 528 · 2023: 499 · 2022: 396 · 2021: 468 · 2020: 434 · 2019: 418 · 2018: 371 · 2017: 303 · 2016: 249 · 2015: 242 · 2014: 91
FWCI
631.57
Type
conference paper
Language
en
Open access
Locations
Hawaii International Conference on System Sciences (HICSS) (publishedVersion)
Funders
  • Suomen Kulttuurirahasto (40311/12)
  • Tekes (40311/12)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
Keywords
gamification, motivational affordances, user motivation, psychological outcomes, behavioral effects, context sensitivity, gamification design

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