2022
DOI: 10.1108/tlo-05-2022-0057
|View full text |Cite
|
Sign up to set email alerts
|

A systematic review of gamification in organizational learning

Abstract: Purpose Gamification appears to be one of the most important levers for improving performance and engagement in training programs. Moreover, gamification has been considered as critical to researchers in organizational learning. The main purpose of this study is to provide a general overview of gamification studies in the organizational context. Design/methodology/approach This systematic literature review has been synthesized by reviewing the majority of literature reviews as well as carefully selected prim… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
3

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(1 citation statement)
references
References 65 publications
0
1
0
Order By: Relevance
“…As mentioned in the previous section, our research shows that there is a lack of systematic, structured analysis with quantitative empirical evidence of the relationships between the use of gamification in the health sector and its effects on motivation, engagement and behavioral change of the end user to whom the gamification experience is directed. Unlike the health care field, the relationships between motivation, engagement and behavioral change have been extensively studied in other fields of knowledge (Khodabandelou et al, 2023;Oliveira et al, 2023). Finally, we would like to point out that like any scientific work this one also has limitations.…”
Section: Discussionmentioning
confidence: 99%
“…As mentioned in the previous section, our research shows that there is a lack of systematic, structured analysis with quantitative empirical evidence of the relationships between the use of gamification in the health sector and its effects on motivation, engagement and behavioral change of the end user to whom the gamification experience is directed. Unlike the health care field, the relationships between motivation, engagement and behavioral change have been extensively studied in other fields of knowledge (Khodabandelou et al, 2023;Oliveira et al, 2023). Finally, we would like to point out that like any scientific work this one also has limitations.…”
Section: Discussionmentioning
confidence: 99%