메뉴 건너뛰기




Volumn 29, Issue 3, 2017, Pages 516-548

Gamification: a systematic review of design frameworks

Author keywords

Frameworks; Game design; Gamification; Higher education; Learning; Review

Indexed keywords


EID: 85034631630     PISSN: 10421726     EISSN: 18671233     Source Type: Journal    
DOI: 10.1007/s12528-017-9150-4     Document Type: Article
Times cited : (218)

References (78)
  • 1
    • 84970896541 scopus 로고    scopus 로고
    • SGI: A framework for increasing the sustainability of gamification impact
    • Almarshedi, A., Wills, G., Wanick, V., & Ranchhod, A. (2015). SGI: A framework for increasing the sustainability of gamification impact. International Journal for Infonomics, 8(1/2), 1044–1052.
    • (2015) International Journal for Infonomics , vol.8 , Issue.1-2 , pp. 1044-1052
    • Almarshedi, A.1    Wills, G.2    Wanick, V.3    Ranchhod, A.4
  • 2
    • 0008917059 scopus 로고    scopus 로고
    • Hearts, clubs, diamonds, spades: Players who suit MUDs
    • Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1), 19.
    • (1996) Journal of MUD Research , vol.1 , Issue.1 , pp. 19
    • Bartle, R.1
  • 3
    • 0037845042 scopus 로고    scopus 로고
    • Toward an ethics of persuasive technology
    • Berdichevsky, D., & Neuenschwander, E. (1999). Toward an ethics of persuasive technology. Communications of the ACM, 42(5), 51–58. doi:10.1145/301353.301410.
    • (1999) Communications of the ACM , vol.42 , Issue.5 , pp. 51-58
    • Berdichevsky, D.1    Neuenschwander, E.2
  • 6
    • 84944703120 scopus 로고    scopus 로고
    • Gamification and the trough of disillusionment
    • Butz A, Koch M, Schlichter J, (eds), De Gruyter Oldenbourg, Berlin
    • Broer, J. (2014). Gamification and the trough of disillusionment. In A. Butz, M. Koch, & J. Schlichter (Eds.), Mensch & Computer 2014—Workshop band (pp. 389–395). Berlin: De Gruyter Oldenbourg.
    • (2014) Mensch & Computer 2014—Workshop band , pp. 389-395
    • Broer, J.1
  • 8
    • 0004264804 scopus 로고    scopus 로고
    • University of Illinois Press, Urbana
    • Caillois, R. (2001). Man, play, and games. Urbana: University of Illinois Press.
    • (2001) Man, play, and games
    • Caillois, R.1
  • 13
    • 84955630366 scopus 로고    scopus 로고
    • Gamification: The measurement of benefits
    • Reiners T, Wood LC, (eds), Springer, Berlin
    • Conley, K., & Donaldson, C. (2015). Gamification: The measurement of benefits. In T. Reiners & L. C. Wood (Eds.), Gamification in education and business (pp. 673–688). Berlin: Springer. doi:10.1007/978-3-319-10208-5.
    • (2015) Gamification in education and business , pp. 673-688
    • Conley, K.1    Donaldson, C.2
  • 15
    • 84936823933 scopus 로고
    • User acceptance of computer technology: A comparison of two theoretical models
    • Davis, F., Bagozzi, R., & Warshaw, P. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35(8), 982–1003. doi:10.1287/mnsc.35.8.982.
    • (1989) Management Science , vol.35 , Issue.8 , pp. 982-1003
    • Davis, F.1    Bagozzi, R.2    Warshaw, P.3
  • 19
    • 0141958749 scopus 로고    scopus 로고
    • A person–artefact–task (PAT) model of flow antecedents in computer-mediated environments
    • Finneran, C. M., & Zhang, P. (2003). A person–artefact–task (PAT) model of flow antecedents in computer-mediated environments. International Journal of Human-Computer Studies, 59(4), 475–496. doi:10.1016/S1071-5819(03)00112-5.
    • (2003) International Journal of Human-Computer Studies , vol.59 , Issue.4 , pp. 475-496
    • Finneran, C.M.1    Zhang, P.2
  • 20
    • 85018342689 scopus 로고    scopus 로고
    • Achievement unlocked: Investigating the design of effective gamification experiences for mobile applications and devices
    • Queensland University of Technology, Brisbane. Ph.D. thesis
    • Fitz-Walter, Z. J. (2015). Achievement unlocked: Investigating the design of effective gamification experiences for mobile applications and devices. School of Information Systems; Science & Engineering Faculty. Queensland University of Technology, Brisbane. Ph.D. thesis.
    • (2015) School of Information Systems; Science & Engineering Faculty
    • Fitz-Walter, Z.J.1
  • 22
    • 85035108957 scopus 로고    scopus 로고
    • Gartner’s 2013 hype cycle for emerging technologies maps out evolving relationship between humans and machines. Retrieved January 20, 2015
    • Gartner
    • Gartner. (2013). Gartner’s 2013 hype cycle for emerging technologies maps out evolving relationship between humans and machines. Retrieved January 20, 2015, from http://www.gartner.com/newsroom/id/2575515.
    • (2013) From
  • 23
    • 85035152258 scopus 로고    scopus 로고
    • Gartner’s 2014 hype cycle for emerging technologies maps the journey to digital business. Retrieved January 20, 2015
    • Gartner
    • Gartner. (2014). Gartner’s 2014 hype cycle for emerging technologies maps the journey to digital business. Retrieved January 20, 2015, from http://www.gartner.com/newsroom/id/2819918.
    • (2014) From
  • 26
    • 0002022343 scopus 로고    scopus 로고
    • Technology and student-centered learning in higher education: Issues and practices
    • Hannafin, M. J., & Land, S. M. (2000). Technology and student-centered learning in higher education: Issues and practices. Journal of Computing in Higher Education, 12(1), 3–30. doi:10.1007/BF03032712.
    • (2000) Journal of Computing in Higher Education , vol.12 , Issue.1 , pp. 3-30
    • Hannafin, M.J.1    Land, S.M.2
  • 28
    • 84944193337 scopus 로고    scopus 로고
    • Gamification as a service
    • Dresden, Ph.D. Thesis
    • Herzig, P. (2014). Gamification as a service. Technische Universität Dresden, Dresden, Ph.D. Thesis.
    • (2014) Technische Universität Dresden
    • Herzig, P.1
  • 31
    • 84954517470 scopus 로고    scopus 로고
    • Retrieved January 5, 2015, from
    • Jiménez, S. (2013). Gamification model canvas. Retrieved January 5, 2015, from http://www.gameonlab.es/canvas/.
    • (2013) Gamification model canvas
    • Jiménez, S.1
  • 33
    • 84983423766 scopus 로고    scopus 로고
    • Designing gamification
    • University of Oulu, Oulu. Master’s Thesis
    • Julius, K., & Salo, J. (2013). Designing gamification. Marketing. University of Oulu, Oulu. Master’s Thesis.
    • (2013) Marketing
    • Julius, K.1    Salo, J.2
  • 35
  • 37
    • 84942753687 scopus 로고    scopus 로고
    • A gamification-based framework for developing learning activities of computational thinking
    • Kotini, I., & Tzelepi, S. (2015). A gamification-based framework for developing learning activities of computational thinking. Gamification in Education and Business. doi:10.1007/978-3-319-10208-5.
    • (2015) Gamification in Education and Business
    • Kotini, I.1    Tzelepi, S.2
  • 38
    • 84880760795 scopus 로고    scopus 로고
    • Gamification at work: Designing engaging business software. In Design, user experience, and usability. Health, learning, playing, cultural, and cross-cultural
    • Berlin, Springer
    • Kumar, J. (2013). Gamification at work: Designing engaging business software. In Design, user experience, and usability. Health, learning, playing, cultural, and cross-cultural user experience (Vol. 8013, pp. 528–537). Berlin: Springer. doi:10.1007/978-3-642-39241-2_58.
    • (2013) User experience , vol.8013 , pp. 528-537
    • Kumar, J.1
  • 41
    • 85035142754 scopus 로고    scopus 로고
    • Towards meaningful engagement: Gamification designs for gameful interaction with information systems
    • Liu, D., & Santhanam, R. (2015). Towards meaningful engagement: Gamification designs for gameful interaction with information systems. SSRN Electronic Journal, 8(2), 128–140. doi:10.2139/ssrn.2521283.
    • (2015) SSRN Electronic Journal , vol.8 , Issue.2 , pp. 128-140
    • Liu, D.1    Santhanam, R.2
  • 42
    • 84937144758 scopus 로고    scopus 로고
    • Searching for grey literature for systematic reviews: Challenges and benefits
    • Mahood, Q., Van Eerd, D., & Irvin, E. (2014). Searching for grey literature for systematic reviews: Challenges and benefits. Research Synthesis Methods, 5, 221–234. doi:10.1002/jrsm.1106.
    • (2014) Research Synthesis Methods , vol.5 , pp. 221-234
    • Mahood, Q.1    Van Eerd, D.2    Irvin, E.3
  • 43
    • 85035112154 scopus 로고    scopus 로고
    • Retrieved January 20, 2015, from
    • Manrique, V. (2013). Gamification design framework: The SMA model. Retrieved January 20, 2015, from http://www.gamasutra.com/blogs/VictorManrique/20130618/194563/Gamification_Design_Framework_The_SMA_Model.php.
    • (2013) Gamification design framework: The SMA model
    • Manrique, V.1
  • 46
    • 84954564472 scopus 로고    scopus 로고
    • Retrieved February 1, 2015, from
    • Marczewski, A. (2014). Gamification design vs game design. Retrieved February 1, 2015, from http://www.gamified.uk/2014/03/25/gamification-design-vs-game-design/.
    • (2014) Gamification design vs game design
    • Marczewski, A.1
  • 50
    • 84880903241 scopus 로고    scopus 로고
    • In S. Yamamoto (Ed. Human interface and the management of information. Information and interaction for learning, culture, collaboration and business, JOUR, Springer Berlin Heidelberg
    • Nah, F.-H., Telaprolu, V., Rallapalli, S., & Venkata, P. (2013). Gamification of education using computer games. In S. Yamamoto (Ed.), Human interface and the management of information. Information and interaction for learning, culture, collaboration and business. JOUR, Springer Berlin Heidelberg. doi:10.1007/978-3-642-39226-9_12.
    • (2013) Gamification of education using computer games
    • Nah, F.-H.1    Telaprolu, V.2    Rallapalli, S.3    Venkata, P.4
  • 51
    • 84955635098 scopus 로고    scopus 로고
    • Gamification in the enterprise: Differences from consumer market, implications, and a method to manage them
    • In, Cham, Springer
    • Neeli, B. K. (2015). Gamification in the enterprise: Differences from consumer market, implications, and a method to manage them. In Gamification in education and business (pp. 489–511). Cham: Springer. doi:10.1007/978-3-319-10208-5_25.
    • (2015) Gamification in education and business , pp. 489-511
    • Neeli, B.K.1
  • 56
    • 84960339144 scopus 로고    scopus 로고
    • The (Short) prehistory of gamification
    • Retrieved January 20, 2015, from
    • Pelling, N. (2011). The (Short) prehistory of gamification. Funding Startups (& Other Impossibilities). Retrieved January 20, 2015, from https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/.
    • (2011) Funding Startups (& Other Impossibilities)
    • Pelling, N.1
  • 59
    • 84939216196 scopus 로고    scopus 로고
    • Towards gamification transparency: A conceptual framework for the development of responsible gamified enterprise systems
    • Raftopoulos, M. (2014). Towards gamification transparency: A conceptual framework for the development of responsible gamified enterprise systems. Journal of Gaming & Virtual Worlds, 6(2), 159–178. doi:10.1386/jgvw.6.2.159_1.
    • (2014) Journal of Gaming & Virtual Worlds , vol.6 , Issue.2 , pp. 159-178
    • Raftopoulos, M.1
  • 61
    • 84937633518 scopus 로고    scopus 로고
    • Is it all a game? Understanding the principles of gamification
    • Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business Horizons, 58(4), 411–420. doi:10.1016/j.bushor.2015.03.006.
    • (2015) Business Horizons , vol.58 , Issue.4 , pp. 411-420
    • Robson, K.1    Plangger, K.2    Kietzmann, J.H.3    McCarthy, I.4    Pitt, L.5
  • 63
    • 84978692399 scopus 로고    scopus 로고
    • Level up your strategy: Towards a descriptive framework for meaningful enterprise gamification
    • Ruhi, U. (2015). Level up your strategy: Towards a descriptive framework for meaningful enterprise gamification. Technology Innovation Management Review, 5(8), 5–16.
    • (2015) Technology Innovation Management Review , vol.5 , Issue.8 , pp. 5-16
    • Ruhi, U.1
  • 64
    • 85043751872 scopus 로고    scopus 로고
    • Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being
    • Ryan, R., & Deci, E. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78.
    • (2000) American Psychologist , vol.55 , Issue.1 , pp. 68-78
    • Ryan, R.1    Deci, E.2
  • 70
    • 84863199750 scopus 로고    scopus 로고
    • A social gamification framework for a K-6 learning platform
    • Simões, J., Díaz Redondo, R., & Fernández Vilas, A. (2012). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345–353. doi:10.1016/j.chb.2012.06.007.
    • (2012) Computers in Human Behavior , vol.29 , Issue.2 , pp. 345-353
    • Simões, J.1    Díaz Redondo, R.2    Fernández Vilas, A.3
  • 77
    • 33847739415 scopus 로고    scopus 로고
    • Motivations for play in online games
    • Yee, N. (2007). Motivations for play in online games. Cyber Psychology & Behavior, 9(6), 772–775. doi:10.1089/cpb.2006.9.772.
    • (2007) Cyber Psychology & Behavior , vol.9 , Issue.6 , pp. 772-775
    • Yee, N.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.