10 1016@j Cosrev 2017 10 003
10 1016@j Cosrev 2017 10 003
Review article
highlights
•    This study presents four big trends and the core literature in gamification.
•    This publication provides a meta-review of several other literature reviews.
•    This publication identifies the most common publication venues on gamification.
•    The study concludes that the most pressing research issue currently is to collect evidence on the practical applications of gamification.
•    Most common theme in gamification studies currently is education.
article                        info                                           a b s t r a c t
Article history:                                                              The term gamification and gamified systems are a trending area of research. However, gamification can
Received 22 October 2016                                                      indicate several different things, such as applying the game-like elements into the design of the user
Received in revised form 29 October 2017                                      interface of a software, but not all gamification is necessarily associated with software products. Overall, it
Accepted 31 October 2017
                                                                              is unclear what different aspects are studied under the umbrella of ‘gamification’, and what is the current
                                                                              state of the art in the gamification research. In this paper, 1164 gamification studies are analyzed and
                                                                              classified based on their focus areas and the research topics to establish what the research trends in
Keywords:
Gamification                                                                  gamification are. Based on the results, e-learning and proof-of-concept studies in the ecological lifestyle
Systematic literature review                                                  and sustainability, assisting computer science studies and improving motivation are the trendiest areas
Proof-of-concept studies                                                      of gamification research. Currently, the most common types of research are the proof-of-concept studies,
Serious games                                                                 and theoretical works on the different concepts and elements of gamification.
MOOCs                                                                                                                                               © 2017 Elsevier Inc. All rights reserved.
Crowdsourcing
Games for health
Contents
    1.      Introduction.........................................................................................................................................................................................................................       34
    2.      Related research..................................................................................................................................................................................................................          34
    3.      Research method.................................................................................................................................................................................................................            35
             3.1.  Data collection process ..........................................................................................................................................................................................                   35
                    3.1.1.         Inclusion and exclusion criteria .............................................................................................................................................................                       36
             3.2.  Review process .......................................................................................................................................................................................................               36
    4.      Results..................................................................................................................................................................................................................................   37
             4.1.  General classification .............................................................................................................................................................................................                 37
             4.2.  Proof-of-concept classifications ............................................................................................................................................................................                        39
             4.3.  Summary of the identified literature reviews ......................................................................................................................................................                                  39
             4.4.  Identifying core literature related to the publications ........................................................................................................................................                                     41
             4.5.  Implications of the analysis ...................................................................................................................................................................................                     41
    5.      Discussion............................................................................................................................................................................................................................      42
    6.      Conclusions..........................................................................................................................................................................................................................       42
            Acknowledgments ..............................................................................................................................................................................................................              43
            References ...........................................................................................................................................................................................................................      43
    * Corresponding author.
         E-mail address: antti.knutas@dcu.ie (A. Knutas).
https://doi.org/10.1016/j.cosrev.2017.10.003
1574-0137/© 2017 Elsevier Inc. All rights reserved.
34                                           J. Kasurinen, A. Knutas / Computer Science Review 27 (2018) 33–44
Nomenclature
1. Introduction
Table 1
Data analysis steps.
  Step                                          Procedures                                                         Results
  1. Determine search terms.                    Determine the search terms from accepted field keywords            Boolean search terms that get the desired results from
                                                that cover the desired topics.                                     the databases in the next steps.
  2. Determine databases.                       List the databases that cover most of the publications in the      A list of databases for steps three and four.
                                                chosen field of science.
  3. Run a test search.                         Select one database and run a search to test the validity of the   Verification that the search terms will return the
                                                search terms.                                                      desired type of publications.
  4. Run a full search and store the results.   Search all the selected databases and store the results.           A list of all publications that match the search terms.
  5. Deduplicate and sort according to          Remove duplicate results and then use the inclusion and            The final list of articles that will be included in the
  inclusion and exclusion criteria.             exclusion criteria to select the articles for in-depth analysis.   systematic map.
  6. Analyze the query results.                 Review the articles and record the determined data and             A systematic map of the chosen section of research
                                                metadata. Analyze and compare the research articles and            literature.
                                                their research approaches.
activity, where a group of individuals undertake tasks of varying                         approaches can be used to identify research gaps in the current
difficulty for a mutual benefit. Basically, crowdsourcing is an act of                    state of research, but usually SMS is more applicable if the problem
using volunteering human resources to achieve ability to conduct                          or topic is more generic in the nature.
activities such as image labeling, which would be difficult for a                             A systematic mapping study classifies and structures a field
computer to handle, and laborious for a small group of people. In                         of interest in research by categorizing publications and analyzing
the gamified context, the system might for example keep a score                           their publication trends [11]. Additionally, SMS can analyze what
on the amount and accuracy of the labels each user has given, and                         kind of studies have been done in the field, and what are the
offer leaderboards or possibility to use some system feature after                        research methods and outcomes [14]. In Table 1 we present how
attaining a certain score or status.                                                      we have used the systematic mapping study method created by
    On the other common domains of gamification, Games for                                Bailey et al. [14] for the field of software engineering, developed
Health are a subset of serious games, where the concept of the                            further by Petersen et al. [11].
game is to improve the health of the player, either via exercise-
inducing games (for example Göbel et al. [5]) or via promoting                            3.1. Data collection process
the health-enhancing activities. The scale of the gamification may
change from offering differently themed backgrounds or trophies                               Analytical assessment of an entire research area or scientific do-
for achieving certain milestones as rewards, to a full-fledged game,                      main is a laborious task. To understand the current trends and the
which enables the player to physically train while playing the                            most relevant papers, we decided to include four search engines
game.                                                                                     into the collection of the studies: ACM Digital Library, IEEE Xplore
    Finally, MOOCs (Massive Open Online Courses) (for example                             Digital Library, Google Scholar and Web of Science Core Collection.
Alario-Hoyos et al. [7]) are Internet courses, which are offered to                       Initially, the ACM and IEEE xplore databases found a total of 954
every interested party, regardless of their institutional association                     papers which had the term ‘‘gamification’’ in either in the body
or other background information. In the MOOC systems, the course                          text, title, abstract or as a keyword. These were all included to the
contents and participation is open to everyone, but for example                           analysis database, which was maintained with the Zotero reference
official endorsements or graduation diplomas require a separate                           tool2 and its reference database system.
payment and registration [7]. The MOOCs may also involve gam-                                 As the ACM and IEEE databases are engineering- and computer
ified design in the courseware system to motivate the student,                            science-specific databases, Google Scholar and Web of Science
increase the retention rate or enhance the amount time spent with                         were included to the data sources to collect the relevant papers
the course assignments and other self-study material. For open,                           from the other disciplines. From the Web of Science, the Core
commercial examples, for example CodeCademy1 offers open,                                 Collection was used to narrow the search scope to the scientific
gamified courses on learning introductory-level programming, and                          publications. In Google Scholar the additional conditions ‘‘papers
other computer science topics.                                                            in English only’’ and not from sites ‘‘dl.acm.org" or ‘‘ieeexplore.
                                                                                          ieee.org" were used to further limit the amount of unnecessary
3. Research method                                                                        duplicate entries. Additionally, since Google Scholar and Web of
                                                                                          Science Core Collection are general-topic databases, only the re-
    A systematic mapping study (SMS) is a secondary study that                            sults which had more than 2 reported citations were included into
aims at classification and thematic analysis of earlier research                          this analysis to maintain the relevance of the entries. This was
[10,11]. It is closely related to a wider secondary study, a system-                      especially important with the Google Scholar, since this filtering
atic literature review (SLR), which aims at gathering and evalu-                          reduced the amount of papers from 6810 to 214, which was in
ating all the research results on a selected research topic [12,13].                      line with the other search engines for relevant hits, and enabled
Kitchenham and Charters [10] present the best practices of both for                       us to do classification to all of the collected papers. During the data
the field of software engineering and also compare the two. The                           collection some random inspections of the search engine accuracy
SMS is more general in its search terms, and aims at classifying                          was conducted by taking a list of references from one paper, and
and structuring the field of research, whereas the target of SLR                          seeing if snowballing [11] this reference list yielded objects which
is to conclusively summarize and evaluate the research results.                           were not on the dataset. However, due to the large amount of
Kitchenham and Charters [10] also discuss the applications and                            papers in the dataset, systematic approach on following reference
states that the SMS can be especially suitable if only a few literature                   trails (aka. snowballing) was not possible to conduct.
reviews have been done on the selected topic, and there is a need to                          The data was collected during the September of 2015, with the
get a general overview of the field. Regardless of the selection, both                    raw-data database with the duplicate entries removed is available
 1 https://www.codecademy.com/.                                                             2 https://www.zotero.org/.
36                                                      J. Kasurinen, A. Knutas / Computer Science Review 27 (2018) 33–44
Table 2
Data analysis steps.
  Round       Step                                                       Action                                                         Amount of Documents after Action
  1           Data Collection                                            Gathering documents to the database.                           1207
  2           Automated inspection of collected data.                    Removal of the duplicates.                                     1164
  3           Manual inspection of collected data.                       Classification based on the title and abstract, removal of     775
                                                                         the items with missing info and meta papers.
  4           Analysis of the identified proof-of-concept studies.       Based on the classification, identification of POC themes.     310 (out of 775)
  5           Analysis of the identified literature reviews.             Based on classification.                                       18 (out of 775)
                          Table 3
                          Included data sources.
                            Source                                   Hits         Relevant         Search and inclusion criteria
                            ACM Digital Library                      707          707              ‘‘gamification’’ in document
                            IEE Explore Digital Library              247          247              ‘‘gamification’’ in document
                            Google Scholar                           6810         214              ‘‘gamification’’ in document, English only,
                                                                                                   -site:dl.acm.org
                                                                                                   -site:ieeexplore.ieee.org.
                                                                                                   more than 2 citations
                            Web of Science Core Collection           351          39               ‘‘gamification’’ in document, years 2002–2015,
                                                                                                   more than 2 citations
online as a flat file database stored in CSV format.3 The data                             3.2. Review process
collection took a total of two weeks, since some of the data sources
were strict against using any form of automation to collect the                                As a first step after collecting the data, an initial automated
document information and metadata into the database. This meant                            inspection and removal of duplicate entries was done based on
that in some occasions, the entries had to be imported manually,                           the suggestions by the Zotero tool. After this action, the database
one by one, to the Zotero database since there were no sufficiently                        was exported as a CSV file, and analyzed with Python scripts to
advanced automated tools available at the time. The analysis steps                         extract the titles, publication places, years, abstracts and authors to
are summarized in Table 2, and the data sources in Table 3.                                a separate Excel spreadsheet, which was used in the classification
                                                                                           and manual inspection of the collected data. In more technical
3.1.1. Inclusion and exclusion criteria                                                    detail, the CSV file was converted into a list-array with all the
    A total of 1207 conference and journal articles were found in                          data simplified to lowercase letters without preceding or trailing
the database searches. These articles were first reviewed by the
                                                                                           whitespaces to minimize duplicate entries, and analyzed with the
title, keywords and abstract. In the first round of review, articles
                                                                                           list management tools of Python. The resulting calculations were
that did not in any way discuss gamification or were written in
                                                                                           then written to a new output-CSV-file, which was further analyzed
other languages than English were dropped from the study. After
                                                                                           in MS Excel tool.
the first round, 1164 articles were selected for an in-depth review
                                                                                               In addition of manual classification, the document abstracts
and comparison against the inclusion and exclusion criteria.
                                                                                           were also sorted into topics using the Latent Dirichlet Allocation
    During the preliminary review that included data consolidation
                                                                                           (LDA) topic modeling algorithm [15] in order to triangulate the
and trimming process, the following inclusion and exclusion crite-
ria were applied to the remaining articles. The inclusion criteria in                      findings. LDA can be used as a statistical text mining method for
this study were discussion of the following topics:                                        assigning documents into topics, which are detected using word
                                                                                           association and distributions [16]. It is a commonly used method
      • gamification in any application domain (such as healthcare,                        for text analysis and equivalent methods have been used to statisti-
          crowdsourcing, education etc.)                                                   cally analyze scientific texts in number of previous studies [17,18].
      • relevance in general search engine terms; since Google                             A modified version of the nails script was used to perform the
          Scholar and Web of Science combined gave several thousand                        topic modeling [19], which uses the R topicmodels library [20].
          hits, only the papers with at least two recorded references                      Additionally, the LDAvis library was also used to calculate the
          were included to the analysis to maintain relevance and                          distance between topics on a scatterplot, which approximates the
          eliminate non-research and non-peer-reviewed papers dis-                         semantic relationships between the topics with multidimensional
          cussing the topic, such as popularized articles, advertise-                      scaling [21]. It is a method similar to factor analysis and allows the
          ments, thesis works, study reports etc.                                          level of similarity between objects to be visualized.
                                                                                               During the manual inspection step, the documents were classi-
      The excluded categories in the papers were:
                                                                                           fied based on their title and abstract. The classification was done
      •   literature surveys with no original research (study reports),                    following the basic principles of open coding (for example [22]):
      •   paper was not written in English,                                                For each new type of paper a new class is created, or existing class
      •   papers not subject to peer review, or                                            is extended to cover the topic presented in the paper. During the
      •   papers not considering the research topic from the perspec-                      codification, classes were also merged, for example ‘‘eLearning’’
          tive of gamification.                                                            and ‘‘MOOCs’’, to form larger categories as the amount of codi-
                                                                                           fied entries increased. The only seed classes [23] were the ‘‘Not
   If a paper discussed gamification and only marginally touched                           relevant/rejected’’ and ‘‘Meta/Discussion/Keynote’’ for identifying
the inclusion criteria, it was still included in this SMS study in order                   papers which were out of scope, or did not have peer-reviewed
to give as comprehensive a view of research as possible. After this                        content. After the classifying the identified papers, following gen-
final round of filtering, a total of 775 articles were selected to be                      eral classes were identified:
included in the systematic literature review.                                                  Theory/elements: Publication focuses on the theory of gam-
                                                                                           ification or on the elements, which are associated with the
 3 http://www2.it.lut.fi/GRIP/free_pubs/gamification_sept2015_nodup_data.zip.              gamification.
                                             J. Kasurinen, A. Knutas / Computer Science Review 27 (2018) 33–44                                       37
Table 4
Identified paper classes from the 1164 papers.
 Class                                                     Papers                   % of All                  Description
                                                                                    (out of 1164)
 General Theory and Elements                               252                      21.6%                     This publication focuses on the general gamification
                                                                                                              theory or gamification elements, providing an insight or a
                                                                                                              new framework for studies.
 Proof of Concepts                                         308                      26.5%                     This publication focuses on the introduction of a new
                                                                                                              gamified service or application, in some functional state of
                                                                                                              usability.
     POC — Computer Science teaching tool                  29                       9.4%                      The presented application focuses on teaching computer
                                                           (out of 308)             (out of 308)              science discipline; for example learning programming, or
                                                                                                              learning test case design.
   POC — Ecologically Friendly Lifestyle or                25                       8.1%                      The presented application focuses on teaching ecologically
 Sustainability-related tool                               (out of 308)             (out of 308)              friendlier lifestyle or the aspects of sustainability; for
                                                                                                              example conserving electricity, recycling or otherwise
                                                                                                              preserving the environment.
     POC — Motivation Improvement tool                     25                       8.1%                      The presented application focuses on improving the
                                                           (out of 308)             (out of 308)              motivation for conducting some manual task; for example
                                                                                                              classifying images or completing given task lists.
     POC — Software Development tool                       23                       7.4%                      The presented application focuses on improving the
                                                           (out of 308)             (out of 308)              motivation to do software development; for example
                                                                                                              identifying requirements or participating on the design
                                                                                                              work.
     POC — Social behavior                                 21                       6.8%                      The presented application focuses on improving the social
                                                           (out of 308)             (out of 308)              interactions between different stakeholders.
     POC — eGovernment                                     11                       3.6%                      The presented application focuses on gamifying some
                                                           (out of 308)             (out of 308)              aspect of the interaction between the government and the
                                                                                                              citizens.
     POC — Non-CS STEM-topic Teaching tool                 11                       3.6%                      The presented application focuses on teaching the topics of
                                                           (out of 308)             (out of 308)              science, technology, engineering or medicine, but not
                                                                                                              computer science or computer science-related field.
     POC — Business Management tool                        11                       3.6%                      The presented application focuses on the business
                                                           (out of 308)             (out of 308)              management; for example participation to meetings, or
                                                                                                              logistics management.
     POC — Physiotherapy Self-Training tools               11                       3.6%                      The presented application focuses on helping the patients
                                                           (out of 308)             (out of 308)              to conduct independent physiotherapy training sessions.
     POC — Museums and history                             10                       3.2%                      The presented application focuses on enhancing museum
                                                           (out of 308)             (out of 308)              visiting experience, or in general teaching history.
 Meta, Discussion or Keynote summary papers                122                      10.5%                     This paper is a discussion or position paper, an
                                                                                                              advertisement or a summary of a conference track or a
                                                                                                              keynote speech, or some other meta-topic publication.
 Serious Games                                             30                       2.6%                      This paper self-identifies primarily as a study on serious
                                                                                                              games-focused topic.
 Games For Health                                          109                      9.4%                      This paper self-identifies primarily as a study on Games for
                                                                                                              Health-focused topic.
 Crowdsourcing                                             104                      8.9%                      This paper self-identifies primarily as a study on
                                                                                                              crowdsourcing-focused topic.
 Not Relevant, No Abstract, Other Reason to Reject         267                      22.9%                     This was the catch-all class for papers, which were
                                                                                                              rejected based on the topic and abstract-level
                                                                                                              classification, or which did not have a peer-review process.
 Business-Focused Study                                    50                       4.3%                      This paper discusses the application of gamification in the
                                                                                                              real-world business management, or as a commercial
                                                                                                              activity.
 Technology-Focused Study                                  57                       4.9%                      This paper discusses the technology and the development
                                                                                                              of new technical solutions to enable gamification.
 MOOC or eLearning-Focused Study                           206                      17.7%                     This paper discusses the development of a MOOC, or
                                                                                                              another application of gamification in enabling online
                                                                                                              learning.
 Literature Review                                         18                       1.5%                      This paper is a literature review, mapping study or other
                                                                                                              paper summarizing the research in some topic of
                                                                                                              gamification.
according to the data, was Juho Hamari from University of Tam-                          publications). Overall, 17 authors were identified to have five or
pere (11 publications), followed by Lennart Nacke from University                       more publications, producing 9.1 percent of all identified publica-
of Waterloo (10 publications), Daniel Johnson from Queensland                           tions. The full list of these 17 authors is presented in Table 5. In
University of Technology, Sebastian Deterding from Northeast-                           general, the literature review identified 2860 different contribut-
ern University and Oliver Korn from Offenburg University (all 7                         ing authors, with 400 authors having more than 1 published study.
                                                     J. Kasurinen, A. Knutas / Computer Science Review 27 (2018) 33–44                                    39
Table 6
20 most common publication venues, journals and conferences.
 Venue                                                                                                                                     # of papers
 CHI ’13 Extended Abstracts on Human Factors in Computing Systems                                                                          26
 Proceedings of the First International Conference on Gameful Design, Research, and Applications                                           25
 CHI ’14 Extended Abstracts on Human Factors in Computing Systems                                                                          20
 eLearn                                                                                                                                    20
 Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality                             18
 Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems                                                       17
 Proceedings of the First International Workshop on Gamification for Information Retrieval                                                 15
 Proceedings of the First ACM SIGCHI Annual Symposium on Computer–Human Interaction in Play                                                15
 Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems                                    12
 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems                                                                11
 Personal Ubiquitous Computing                                                                                                             9
 Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing                                          9
 Proceedings of the 11th International Conference on Entertainment Computing                                                               9
 Proceedings of the 32nd Annual ACM Conference on Human Factors in Computing Systems                                                       8
 Proceedings of the 11th Conference on Advances in Computer Entertainment Technology                                                       8
 Proceedings of the 45th ACM Technical Symposium on Computer Science Education                                                             8
 Proceedings of the 24th International Conference on World Wide Web                                                                        8
 Proceedings of the 17th ACM Conference on Computer Supported Cooperative Work & Social Computing                                          7
 2015 48th Hawaii International Conference on System Sciences (HICSS)                                                                      7
 Computers in Human Behavior                                                                                                               7
Fig. 5. Proof-of-concept general topics with five or more publications (TOP 1–21).
     • Khaleel et al. [25] identifies different gamification and                            reaches more population than any service or system ever
       gameful design mechanics, based on the literature. The work                          before, allowing people to learn about different subjects,
       itemizes several gamification and gameful design-related                             and having a new ‘‘digitally native’’ generation of software
       user interface and content elements, explaining the differ-                          users. This study discusses the different motivational tactics
       ences between the user satisfaction, useful interfaces and                           and applications with the means of gamification to enable
       the aspect of fun from the viewpoint of UI design, and                               better results, and maintain the interest of the digitally
       summarizes that the lack of gamification in any modern                               native generation, for which the traditional pedagogical
       system might actually be more harmful, than the existence                            tools and support systems might be too restrictive and old-
       of gamification that is not very functional.                                         fashioned.
     • Panchariya et al. [26] discusses the application of big data                       • de Sousa Borges et al. [28] systematically map studies, in
       in different contexts, such as crowdsourcing and human–                              which the gamification is applied in the learning con-
       computer interaction. Their work focuses on the data mining                          text, identifying 26 primary papers. Their mapping study
       aspects of big data, enabling researchers to discover the                            indicates, that in the learning context, the most common
       patterns and relationships between the data by applying                              types of papers either evaluate the existing systems, or
       the citizen science and crowdsourcing approaches enriched                            offer solutions to the learning problems. Similarly, this study
       with the gamification aspects. Their work also presents a                            identifies that there is a clear shortage of experience re-
       geography-based example of the said systems called Geo-                              ports on the usage of gamified systems, and validation of
       Tagger.                                                                              the gamification-enabled learning. Additionally, most of the
     • Sanmugam et al. [27] discusses the cognitive impact of dif-                          identified works study behavioral changes, improved learn-
       ferent approaches to the gamification. The World Wide Web                            ing or engagement levels.
                                            J. Kasurinen, A. Knutas / Computer Science Review 27 (2018) 33–44                                      41
• Cheung et al. [3] analyzed over 200 game reviews and cus-                         • Morrison and DiSalvo [33] discuss the different motivational
    tomer feedbacks to understand how the interface design                            aspects of teaching computer science with MOOC. Their
    and first impressions affect the player retention rates. Their                    work focuses on the activities in Khan Academy, and discuss
    observations on the first-hour analysis indicates, that the                       different objectives of goal setting, outcome expectations,
    current game design does not help users who are seeking                           values and social comparisons. These topics are further dis-
    information about the product or within the product, but is                       sected into number of processes, which all are aimed to-
    designed to provide memorable activities and strong moti-                         wards increasing the motivational aspects of learning tech-
    vation to keep using the product. This front-loaded design                        nically challenging topics such as software engineering.
    does not take into account the user retention over a long                       • Pedreira et al. [34] performed a systematic mapping study
    period of time, as for example there is little to no concern                      focusing on gamification in the software engineering, where
    over the ‘‘last hour design’’, ensuring that the product offers                   they evaluate 29 primary studies published between Jan-
    users satisfying end sequence.                                                    uary 2011 and June 2014. The authors conclude that many
                                                                                      of the studies focus on software development and to a lesser
•   Knaving and Björk [29] derives the design principles for
                                                                                      extent on the requirements. The presented gamification
    gamified systems from the successful gamification projects
                                                                                      mechanics are simple, such as points and badges and few
    and applications. Their study implies, that several gamified
                                                                                      provide empirical evidence of the impact of gamification.
    systems fail to capture their audience because the game-
                                                                                      They recommend future research focusing on the more ad-
    like elements and reward systems are not as integrated to
                                                                                      vanced mechanics and software process areas that have not
    the service as they could, but rather exist as an additional
                                                                                      been fully studied, such as maintenance or integration to
    layer between the user and the content. The design and                            organizations.
    especially the gamified elements should not take the focus
    away from the content or working, and in many occasions
    the gamification should be approached from the perspective                 4.4. Identifying core literature related to the publications
    of playfulness, not incorporating the game into the existing
    system.                                                                        A social network analysis was performed on the subset of gam-
•   Normal et al. [9] discusses the impact and experiences of                  ification papers that were available from the Web of Science in
    playing games, identifying 12 primary studies into the topic.              order to find core literature that is cited from the gamification
    Their classification defines different meanings of fun to en-              papers. This kind of analysis can give a more accurate picture of
    hance the different aspects, such as maintaining healthy diet              influential papers than just counting the total number of citations.
    or improving employee work satisfaction. Their study also                  In social network analysis, communication between individual
    identifies that the adult learning is one of the areas of ‘‘fun’’,         or social units are mapped into a communication matrix and
    which is not very thoroughly examined in the academic                      then modeled as graphs. These graphs can be used to visualize
    literature.                                                                communication patterns in social systems. First, the graph was
•   Seaborn and Fels [30] conducted a survey of gamification                   presented visually by using Gephi’s ForceAtlas layout algorithm
    publications, reporting the applied elements, trends and                   [35]. Then, the relative influence of the nodes was analyzed by
                                                                               using the eigenvector centrality measure [36,37]. Compared to
    theories used from 31 gamification studies. Their obser-
                                                                               simpler geometrical measures like degree centrality, eigenvector
    vations include that the gamification research is not very
                                                                               centrality is more advanced in that it considers the influence of
    strongly grounded in theory such as the existing frame-
                                                                               the connected nodes, and takes the entire pattern of the graph
    works, and that there is a lack of comparative and longi-
                                                                               into account. Where degree centrality gives a simple count of the
    tudinal case studies for gamification. Only one of the iden-
                                                                               number of connections a node has, eigenvector centrality assigns
    tified papers discussed crossover-designs with comparison
                                                                               higher values to connections to higher-ranking nodes [38]. For
    against the non-gamified system. Additionally, the defini-                 example, with this calculation method a node with few high-
    tion of gamification seems to vary, but has two persistent                 ranking connections might outrank a node with a larger number
    elements; the domain usage of non-entertainment, and the                   of low-ranking connections.
    inspiration and design drawn from games, especially game                       Table 7 lists fifteen papers with the highest eigenvector cen-
    elements.                                                                  trality rank. In this case centrality is a normalized value from one
•   Carter et al. [31] summarizes the research papers and game                 to zero, with the most central item being assigned the value of
    research trends between the years 2003–2013 in the CHI                     one. Additionally, the full graph is available online for viewing.4
    field. The paper conducts a grounded theory study and iden-                The articles discovered with this method include two conference
    tifies four paradigms of games and play—research in the                    articles, three books, and ten journal articles. Several papers by
    human–computer interaction; operative research, in which                   authors who have written fundamental papers related to gamifi-
    games are used to achieve desired results, epistemological                 cation are present: [2,39–43]. What is also notable is the presence
    research, in which games are used to generate insight into                 of several books in the list. It appears that several papers have cited
    other activities, ontological research, where games are stud-              implementation or how-to type books on gamification.
    ies as objects and practice studies, where the games are used
    to practice other activities. The paper also provides different            4.5. Implications of the analysis
    metrics and classifications of papers from the different HCI
    venues.                                                                        The original research questions for this study were ‘‘What are
•   Tootell et al. [32] discuss the different implications of gam-             the current trends in the gamification research?’’ and ‘‘Where is the
    ification to the generation of people, who have been born                  effort in the gamification research focused?’’. Based on the obser-
    and taught with the gamified systems. Their study dissects                 vations made with the data, it seems that the trends in gamifica-
    different gamification mechanics and observes their effect                 tion research are in the proof-of-concept-systems and especially
    on the motivational aspects and engagement. Their obser-                   in eLearning-applications. The research trends seem to gravitate
    vations focus on the early education, and the effect of gam-
    ification in it.                                                             4 http://www.it.lut.fi/GRIP/datatools/gamification-gefx-js/.
42                                                  J. Kasurinen, A. Knutas / Computer Science Review 27 (2018) 33–44
Table 7
Top 15 most central papers according to social network analysis.
  Article                                                                                                                                    Centrality
                                                                                                                                             measure
  ‘‘From game design elements to gamefulness: defining gamification’’ [2]                                                                    1.0
  ‘‘Gamification by design: Implementing game mechanics in web and mobile apps’’ [44]                                                        0.77
  ‘‘The gamification of learning and instruction: game-based methods and strategies for training and education’’ [45]                        0.55
  ‘‘Reality is broken: Why games make us better and how they can change the world’’ [46]                                                     0.47
  ‘‘Gamifying learning experiences: Practical implications and outcomes’’ [47]                                                               0.41
  ‘‘A social gamification framework for a K-6 learning platform’’ [48]                                                                       0.36
  ‘‘Flow: The psychology of optimal performance’’ [49]                                                                                       0.35
  ‘‘A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation’’ [39]                          0.34
  ‘‘Defining gamification: a service marketing perspective’’ [43]                                                                            0.34
  ‘‘The theory of planned behavior’’ [50]                                                                                                    0.32
  ‘‘Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service’’ [41]   0.31
  ‘‘Game design as marketing: How game mechanics create demand for virtual goods’’ [42]                                                      0.31
  ‘‘How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?’’ [51]                      0.30
  ‘‘Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being’’ [40]                        0.29
  ‘‘A systematic literature review of empirical evidence on computer games and serious games’’ [52]                                          0.29
towards the aforementioned eLearning, motivational aspects and                         of such data. The rejection rate of 22.9 percent included almost 270
supporting ecological, sustainable lifestyle, and conducting re-                       items from the search engine, meaning that every fifth object was
search which focuses on the certain solutions, or components of                        considered incomplete for classification. However, manual inspec-
gamified design. In addition, looking into the data as a whole, some                   tion of the no-abstract and other rejected items seems to indicate,
additional conclusions can be drawn on the different domains of                        that several of these items are separately indexed book chapters,
gamification research:                                                                 workshop reports, clearly mislabeled research papers, book titles
                                                                                       and published opinion pieces from the non-peer-reviewed sources.
     • In general, the gamification studies introduce new gamified                     Since the book chapters and book titles were discarded from the
         services, or discuss the general theory, or apply the gamifi-                 analysis because of the unclear status of peer reviews, this alone
         cation principles in the learning process.                                    adds 98 items to the list of rejected items. This obviously does not
     •   The proof-of-concept studies are focused on few areas of                      mean that in the remaining 172 items there are no false negatives,
         interest; the ten most common domains covered more than                       but this most likely does not majorly affect the codifications since
         half of all identified POC studies.                                           they also seem to cover different topics and based on random
     •   Business-focused studies and technology/hardware-focused                      sampling by authors, do not originate from one source such as one
         studies were less frequent than anticipated by the authors                    search database or publishing venue.
         prior to the analysis (both less than 5 percent of papers).                       Other concern over the accuracy is that the classification was
         This conclusion is also supported by the LDA text mining of                   done primarily by one researcher, as pointed out by the Kitchen-
         abstracts.                                                                    ham et al. [13]. On this concern, the data algorithms for collecting
     •   Education is a dominant theme among the publications,                         the data and the classification scheme was discussed and reviewed
         with development and crowdsourcing-themed publications
                                                                                       with other researchers, but the work was done by one author
         on the rise.
                                                                                       classifying and the other author verifying. Since the applied clas-
     •   Most of the Serious Games topics were related to healthcare
                                                                                       sification scheme was rather straightforward and atomic, relying
         or Games for Health domain.
                                                                                       heavily on the self-identification aspects of the authors of the
     •   Seventeen researchers, 0.6 percent of the identified re-
                                                                                       papers, and used of certain key terms such as crowdsourcing,
         searchers, are involved with almost one tenth of the iden-
                                                                                       business model or MOOC, the classification should be at least
         tified publications, with the overall author retention rate
                                                                                       acceptably accurate. This was also triangulated with the statistical
         being 14 percent for the gamification research.
                                                                                       LDA analysis, which independently generated data and metrics
                                                                                       compatible with the observations made from the manual classi-
5. Discussion                                                                          fication and inspection of the documents.
rising trend, with all identified publications being less than ten                          [17] B. Penzenstadler, A. Raturi, D. Richardson, C. Calero, H. Femmer, X. Franch,
years old. This study also identified thirteen similar systematic                                Systematic mapping study on software engineering for sustainability (SE4S),
                                                                                                 in: Proceedings of the 18th International Conference on Evaluation and Assess-
reviews on the topics related to gamification, or some aspect of
                                                                                                 ment in Software Engineering, ACM, 2014, p. 14.
gamification, such as empirical studies of gamification. These stud-                        [18] C. Wang, D.M. Blei, Collaborative Topic Modeling for Recommending Sci-
ies are discussed and listed in Section 4.4.                                                     entific Articles, ACM Press, 2011, p. 448. http://dx.doi.org/10.1145/2020408.
    Based on the study it is plausible to argue that the most pressing                           2020480.
                                                                                            [19] A. Knutas, A. Hajikhani, J. Salminen, J. Ikonen, J. Porras, Cloud-based bibliomet-
issue of the research work in gamification is to collect evidence on
                                                                                                 ric analysis service for systematic mapping studies, in: Proceedings of the 16th
the practical applications and their impact. Applying gamification                               International Conference on Computer Systems and Technologies, ACM, 2015,
in the education is also an important part of the gamification                                   pp. 184–191.
domain, games for health and serious games in general being                                 [20] K. Hornik, B. Grün, topicmodels: An R package for fitting topic models, J. Statist.
acknowledged, but much more limited as topics of study. In the                                   Softw. 40 (2011) 1–30.
future, the results of this study are useful in exploring new research                      [21] C. Sievert, K.E. Shirley, (2014) LDAvis: A method for visualizing and interpret-
                                                                                                 ing topics, in: Proceedings of the Workshop on Interactive Language Learning,
gaps in the field of gamification, and gaining insight on what
                                                                                                 Visualization, and Interfaces. pp. 63–70.
concepts and areas of application have already been studied.                                [22] A. Strauss, J. and Corbin, Basics of Qualitative Research: Grounded Theory
                                                                                                 Procedures and Techniques, SAGE Publications, Newbury Park, CA, USA, 1990.
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                                                                                                 IEEE Trans. Softw. Eng. 25 (1999) 557–572.
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    This study was partially funded by the European Union Re-                                    Review of Empirical Studies on Gamification, in: Proceedings of the 47th
gional Development Fund grant number A70554, ‘‘Kyberturval-                                      Hawaii International Conference on System Sciences, HICSS.
lisuusosaamisen ja liiketoiminnan kehittäminen’’, administrated                             [25] F.L. Khaleel, N.S. Ashaari, T.S.M. Tengku Wook, A. Ismail, User-Enjoyable Learn-
by the council of Kymenlaakso. The work was also supported, in                                   ing Environment Based on Gamification Elements, IEEE, 2015, pp. 221–226.
                                                                                                 http://dx.doi.org/10.1109/I4CT.2015.7219570.
part, by Science Foundation Ireland grant 13/RC/2094. The second
                                                                                            [26] N.S. Panchariya, A.J. DeStefano, V. Nimbagal, R. Ragupathy, S. Yavuz, K.G.
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