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The rise of motivational information systems: A review of gamification research

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  • Koivisto, Jonna
  • Hamari, Juho

Abstract

Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of gamification has skyrocketed and manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. However, this vein of research has mainly advanced without an agenda, theoretical guidance or a clear picture of the field.

Suggested Citation

  • Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
  • Handle: RePEc:eee:ininma:v:45:y:2019:i:c:p:191-210
    DOI: 10.1016/j.ijinfomgt.2018.10.013
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