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Gamification Research: Preliminary Insights Into Dominant Issues, Theories, Domains, and Methodologies

Gamification Research: Preliminary Insights Into Dominant Issues, Theories, Domains, and Methodologies

Kingsley Ofosu-Ampong, Thomas Anning-Dorson
ISBN13: 9781799826101|ISBN10: 1799826104|EISBN13: 9781799826118
DOI: 10.4018/978-1-7998-2610-1.ch019
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MLA

Ofosu-Ampong, Kingsley, and Thomas Anning-Dorson. "Gamification Research: Preliminary Insights Into Dominant Issues, Theories, Domains, and Methodologies." Handbook of Research on Managing Information Systems in Developing Economies, edited by Richard Boateng, IGI Global, 2020, pp. 397-412. https://doi.org/10.4018/978-1-7998-2610-1.ch019

APA

Ofosu-Ampong, K. & Anning-Dorson, T. (2020). Gamification Research: Preliminary Insights Into Dominant Issues, Theories, Domains, and Methodologies. In R. Boateng (Ed.), Handbook of Research on Managing Information Systems in Developing Economies (pp. 397-412). IGI Global. https://doi.org/10.4018/978-1-7998-2610-1.ch019

Chicago

Ofosu-Ampong, Kingsley, and Thomas Anning-Dorson. "Gamification Research: Preliminary Insights Into Dominant Issues, Theories, Domains, and Methodologies." In Handbook of Research on Managing Information Systems in Developing Economies, edited by Richard Boateng, 397-412. Hershey, PA: IGI Global, 2020. https://doi.org/10.4018/978-1-7998-2610-1.ch019

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Abstract

Despite advances in information technology, studies suggest that there is little knowledge of how developing countries are applying gamification in agriculture, education, business, health, and other domains. Thus, from a systematic review, this chapter examines the extent of gamification research in the developing country context. In this chapter, 56 articles were reviewed, and the search was done in the Scopus database. This chapter explains the idea of game design elements in information systems and provides real-world examples of gamified systems outcomes from developing countries. The authors conclude with directions for future research to extend our knowledge of gamification and advance the existing methodologies, domains, and theories.

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