Gamification Applications Trends: A Comprehensive and Systematic Mapping Study

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Benjamin Asubam Weyori, Bright Karim-Abdallah, OpokuGyabaah, EmmanuelHarris, Gyimah Kopri

Abstract

The idea of gamification is rapidly gaining popularity in various sectors, such as e-commerce, health, and education. Analysis indicates that 2021 had the highest volume of published articles, which shows a substantial interest in gamification strategies in the education sector. This interest accounted for 46% of all publications. This study explores publication patterns related to gamification in computer science from 2016 to 2024, using only data from the Scopus database. ​ Conversely, the banking sector showed the lowest participation, with only 6 % of articles on this topic. The increasing utilisation of technology, especially e-learning and educational technology (EdTech), has enhanced the prevalence of gamification in education, fostering cognitive development and promoting student engagement. The findings show the adaptability of gamification as a customisable instrument to achieve certain business objectives across various sectors. This study highlights the need for further research to explore the long-term impact of gamification strategies and their applications in diverse contexts. It highlights the importance of systematic analyses to capture trends and effectiveness in gamification. This research seeks to guide future studies and practical implementations of gamification in computer science and related fields by illuminating the current applications.

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