Published on in Vol 6, No 4 (2018): Oct-Dec

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/11336, first published .
Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development

Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development

Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development

Authors of this article:

Sungjin Park1 Author Orcid Image ;   Sangkyun Kim1 Author Orcid Image

Journals

  1. Park S, Jang J, Heo E, In J, Kim S. The Effect of Gamified Board Game on Job Stress Education. Journal of Digital Contents Society 2020;21(6):1069 View
  2. Poelman M, van Lenthe F, Scheider S, Kamphuis C. A Smartphone App Combining Global Positioning System Data and Ecological Momentary Assessment to Track Individual Food Environment Exposure, Food Purchases, and Food Consumption: Protocol for the Observational FoodTrack Study. JMIR Research Protocols 2020;9(1):e15283 View
  3. Baranowski T, Lyons E, Thompson D. Experimental Design to Systematically Develop a Knowledge Base for Effective Games for Health. Games for Health Journal 2019;8(5):307 View
  4. Min K, Kim S, Park S. Development and Verification of the Gamification for Basic Economy Concept Education : For Engineering Students. Journal of Digital Contents Society 2019;20(6):1135 View
  5. Park S, Kim S. A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design. JMIR Serious Games 2019;7(2):e14342 View
  6. Park S, Lee Y, In J. A Development and Verification of the Online Gamification Contents to learn Entrepreneurship. Journal of Digital Contents Society 2021;22(2):233 View
  7. Park S, Kim S. Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning. Sustainability 2021;13(8):4267 View
  8. Park S, Kim S. Leaderboard Design Principles to Enhance Learning and Motivation in a Gamified Educational Environment: Development Study. JMIR Serious Games 2021;9(2):e14746 View
  9. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  10. Park S, Kim S. Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis. JMIR Serious Games 2022;10(3):e35907 View
  11. ALBAYRAK ÖZER E. TÜRKİYE’DE VE DÜNYADA İLKÖĞRETİM DÜZEYİNDE OYUNLAŞTIRMA ÜZERİNE YAPILAN LİSANSÜSTÜ ÇALIŞMALARIN İÇERİK ANALİZİ. Milli Eğitim Dergisi 2022;51(233):77 View
  12. Ayaz A, Ozyurt O, Al-Rahmi W, Salloum S, Shutaleva A, Alblehai F, Habes M. Exploring Gamification Research Trends Using Topic Modeling. IEEE Access 2023;11:119676 View

Books/Policy Documents

  1. Shohieb S, Doenyas C, Al-Adrousy W. Handbook of Research on the Influence and Effectiveness of Gamification in Education. View
  2. Rajamani S, Iyer R. Practices and Implementation of Gamification in Higher Education. View