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Does gamification affect flow experience? A systematic literature review
arXiv - CS - Human-Computer Interaction Pub Date : 2021-06-18 , DOI: arxiv-2106.09942
Wilk Oliveira, Olena Pastushenko, Luiz Rodrigues, Armando M. Toda, Paula T. Palomino, Juho Hamari, Seiji Isotani

In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this field, it is difficult to get the state-of-the-art of this research domain. To address this problem, we conducted a systematic literature review to identify i) which gamification design methods have been used in the studies about gamification and Flow Theory, ii) which gamification elements have been used in these studies, iii) which methods have been used to evaluate the users' flow experience in gamified settings, and iv) how gamification affects users' flow experience. The main results show that there is growing interest to this field, as the number of publications is increasing. The most significant interest is in the area of gamification in education. However, there is no unanimity regarding the preferred method of the study or the effects of gamification on users' experience. Our results highlight the importance of conducting new experimental studies investigating how gamification affects the users' flow experience in different gamified settings, applications and domains.

中文翻译:

游戏化会影响心流体验吗?系统的文献综述

近年来,不同领域的研究已经使用游戏化来改善用户的流动体验。然而,由于该领域开展的研究种类繁多且缺乏二次研究(例如系统的文献综述),因此很难获得该研究领域的最新技术。为了解决这个问题,我们进行了系统的文献回顾,以确定 i) 在关于游戏化和流动理论的研究中使用了哪些游戏化设计方法,ii) 在这些研究中使用了哪些游戏化元素,iii) 使用了哪些方法评估用户在游戏化设置中的心流体验,以及 iv) 游戏化如何影响用户的心流体验。主要结果表明,随着出版物数量的增加,人们对该领域的兴趣越来越大。最重要的兴趣是教育中的游戏化领域。然而,对于研究的首选方法或游戏化对用户体验的影响,并没有达成一致意见。我们的结果强调了进行新的实验研究的重要性,研究游戏化如何影响用户在不同游戏化设置、应用程序和领域中的体验。
更新日期:2021-06-25
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