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An Empirical Study of Gamification Frameworks

An Empirical Study of Gamification Frameworks
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Author(s): Patrick Buckley (University of Limerick, Limerick, Ireland), Seamus Noonan (University of Limerick, Limerick, Ireland), Conor Geary (University of Limerick, Limerick, Ireland), Thomas Mackessy (University of Limerick, Limerick, Ireland) and Eoghan Nagle (University of Limerick, Limerick, Ireland)
Copyright: 2019
Volume: 31
Issue: 1
Pages: 17
Source title: Journal of Organizational and End User Computing (JOEUC)
Editor(s)-in-Chief: Sang-Bing Tsai (University of Electronic Science and Technology of China Zhongshan Institute, China and Research Center for Environment and Sustainable Development, Civil Aviation University of China, China)
DOI: 10.4018/JOEUC.2019010102


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Gamification is a relatively novel concept which is attracting interest from academics and practitioners as a method of mediating individual behaviour. It is increasingly being used in a wide range of social and business contexts across a range of diverse activities such as education, health care and personal productivity. In this article, the components used to implement gamification are catalogued. Using a standardised rubric, a sample of gamified activities is studied to measure the prevalence of the various components used to implement gamification. This research provides an empirically validated catalogue of specific components used to implement gamification, which can serve to guide the work of academics and practitioners. It demonstrates variance in the use of the different types of component, indicating that the utility of gamification components may differ. Finally, by contrasting the utilization of components in the individual and group contexts, this research identifies the contextual sensitivity of gamification.

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