e-space
Manchester Metropolitan University's Research Repository

    Gamification as a Way of Facilitating Emotions During Information-Seeking Behaviour: A Systematic Review of Previous Research

    Ahmed, Amira ORCID logoORCID: https://orcid.org/0000-0003-4074-4808 and Johnson, Frances ORCID logoORCID: https://orcid.org/0000-0003-0632-9790 (2021) Gamification as a Way of Facilitating Emotions During Information-Seeking Behaviour: A Systematic Review of Previous Research. In: iConference 2021, March 17 - 31, 2021, Renmin University of China.

    [img]
    Preview
    Accepted Version
    Available under License In Copyright.

    Download (332kB) | Preview

    Abstract

    Games and game elements have been studied and applied in various domains to encourage sustainable behaviours, often without a clear understanding of how they achieve these effects. One unconventional domain is the management of emotions during information seeking. This paper presents a review of current research literature covering gamification and game elements beyond entertainment and outlines their theoretical practicalities. A total of 40 records from different perspectives were reviewed studying the effects or user perceptions of gamification within motivation, emotions and information-seeking. The results reported in the reviewed records indicate that applying gamification is a promising approach for managing emotions in the information-seeking research process. However, the study identified shortcomings, thematic gaps, and the direction of future research which is discussed in this paper.

    Impact and Reach

    Statistics

    Activity Overview
    6 month trend
    63Downloads
    6 month trend
    24Hits

    Additional statistics for this dataset are available via IRStats2.

    Altmetric

    Repository staff only

    Edit record Edit record