Down to the Rabbit Hole: How Gamification is Integrated in Blockchain Systems? A Systematic Literature Review

Author:

Denden Mouna1ORCID,Abed Mourad1,Holotescu Victor2,Tlili Ahmed3ORCID,Holotescu Carmen4,Grosseck Gabriela5

Affiliation:

1. Université Polytechnique Hauts-de-France, CNRS, UMR 8201 – LAMIH, Valenciennes, France

2. Multimedia Centre, Politehnica University of Timisoara, Timisoara, Romania

3. Smart Learning Institute of Beijing Normal University, Beijing, P.R. China

4. Department of Computer Science, “Ioan Slavici” University of Timisoara, Timisoara, Romania

5. Department of Psychology, West University of Timisoara, Timisoara, Romania

Publisher

Informa UK Limited

Subject

Computer Science Applications,Human-Computer Interaction,Human Factors and Ergonomics

Reference102 articles.

1. Gamification Based On Blockchain Technology To Enhance Student Centered Learning

2. Blockchain Technology into Gamification on Education

3. Al-Msallam, S., Xi, N. & Hamari, J. (2023). Unethical gamification: A literature review. InProceedings of the 56th Hawaii International Conference on System Sciences(pp. 1106–1115).

4. Wholesome Coin: A pHealth Solution to Reduce High Obesity Rates in Gulf Cooperation Council Countries Using Cryptocurrency

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