dc.contributor.author | Jayawardena, Nirma Sadamali | |
dc.contributor.author | Ross, Mitchell | |
dc.contributor.author | Quach, Sara | |
dc.contributor.author | Behl, Abhishek | |
dc.contributor.author | Gupta, Manish | |
dc.contributor.author | Lang, Le Dang | |
dc.date.accessioned | 2021-11-16T01:48:17Z | |
dc.date.available | 2021-11-16T01:48:17Z | |
dc.date.issued | 2022 | |
dc.identifier.issn | 1062-7375 | |
dc.identifier.doi | 10.4018/jgim.290370 | |
dc.identifier.uri | http://hdl.handle.net/10072/410126 | |
dc.description.abstract | Gamification has recently been discovered as an excellent user engagement strategy that has the potential to improve online education, online brand engagement, and information system engagement. Even though the number of studies on gamification has expanded, there is currently no systematic literature review approach for categorizing its online engagement strategies. Therefore, the main purpose of this systematic literature review is to find effective online engagement strategies based on gamification. The literature, as published in top management, information systems, and education journals, was reviewed using preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines and authors categorized the studies published during the period 2016 to 2021. This study can be considered as among the first to include a systematic literature review with a potential future research agenda on effective online engagement strategies through gamification. The findings indicate several effective online engagement strategies through gamification for three major aspects. | |
dc.description.peerreviewed | Yes | |
dc.language | en | |
dc.publisher | IGI Global | |
dc.relation.ispartofpagefrom | 1 | |
dc.relation.ispartofpageto | 25 | |
dc.relation.ispartofissue | 5 | |
dc.relation.ispartofjournal | Journal of Global Information Management | |
dc.relation.ispartofvolume | 30 | |
dc.subject.fieldofresearch | Marketing management (incl. strategy and customer relations) | |
dc.subject.fieldofresearch | Library and information studies | |
dc.subject.fieldofresearch | Business systems in context | |
dc.subject.fieldofresearch | Information systems | |
dc.subject.fieldofresearchcode | 350605 | |
dc.subject.fieldofresearchcode | 4610 | |
dc.subject.fieldofresearchcode | 3503 | |
dc.subject.fieldofresearchcode | 4609 | |
dc.subject.keywords | Engagement Strategies | |
dc.subject.keywords | Gamification | |
dc.subject.keywords | Information Systems | |
dc.subject.keywords | Online Brand Engagement | |
dc.subject.keywords | Online Education | |
dc.subject.keywords | Online Platforms | |
dc.subject.keywords | Systematic Literature Review | |
dc.title | Effective online engagement strategies through gamification: a systematic literature review and a future research agenda | |
dc.type | Journal article | |
dc.type.description | C1 - Articles | |
dcterms.bibliographicCitation | Jayawardena, NS; Ross, M; Quach, S; Behl, A; Gupta, M; Lang, LD, Effective online engagement strategies through gamification: a systematic literature review and a future research agenda, 2022, 30 (5), pp. 1-25 | |
dcterms.license | http://creativecommons.org/licenses/by/4.0/ | |
dc.date.updated | 2021-11-02T00:43:27Z | |
dc.description.version | Version of Record (VoR) | |
gro.rights.copyright | © 2021 by the authors. This article published as an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) which permits unrestricted use, distribution, and production in any medium, provided the author of the original work and original publication source are properly credited. | |
gro.hasfulltext | Full Text | |
gro.griffith.author | Thaichon, Sara Q. | |