Information Systems and E-Business Management ( IF 2.3 ) Pub Date : 2023-03-08 , DOI: 10.1007/s10257-023-00629-z Nirma Sadamali Jayawardena , Aastha Behl
The game-based research is growing in popularity, however, the number of game elements available to designers is still limited. As an alternative of incorporating novel design approaches derived from games, researchers and practitioners tend to focus on points, badges, and leader boards. The purpose of this paper is to explore adverse effects of using gamification elements in online communities by employing the criteria of Arksey and O'Malley (Int J Soc Res Methodol 8(1):19–32, 2005) five-stage framework that underpins the scoping review approach. Specifically, this paper helps to advance the current knowledge of adverse effects of using gamification elements in online communities in two ways. It highlights (1) a wide variety of areas in which adverse effects of using gamification elements in online communities has been examined, emphasising the rising popularity of the topic, (2) a collection of themes that summarise the organisational level strategies in responding to adverse effects of using gamification elements in online communities.
中文翻译:
在在线社区中使用游戏化元素的不利影响:范围界定审查
基于游戏的研究越来越受欢迎,然而,可供设计师使用的游戏元素的数量仍然有限。研究人员和从业者倾向于关注积分、徽章和排行榜,而不是结合源自游戏的新颖设计方法。本文的目的是通过采用 Arksey 和 O'Malley(Int J Soc Res Methodol 8(1):19–32, 2005)支撑的五阶段框架的标准,探讨在线社区中使用游戏化元素的不利影响。范围界定审查方法。具体来说,本文通过两种方式有助于增进人们对在线社区中使用游戏化元素的不利影响的当前认识。它强调了(1)在在线社区中使用游戏化元素的不利影响已被审查的各种领域,强调该主题的日益流行,(2)总结组织层面应对不利影响的策略的主题集合在在线社区中使用游戏化元素的效果。