Effective Online Engagement Strategies Through Gamification

Author:

Jayawardena Nirma Sadamali1,Ross Mitchell1,Quach Sara1ORCID,Behl Abhishek2ORCID,Gupta Manish3ORCID,Lang Le Dang4ORCID

Affiliation:

1. Griffith University, Australia

2. O. P. Jindal Global University, India

3. School of Management, Mahindra University, India

4. Thu Dau Mot University, Vietnam

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.

Publisher

IGI Global

Subject

Information Systems and Management,Management Science and Operations Research,Strategy and Management,Computer Science Applications,Business and International Management

Reference105 articles.

1. The impact of gamification adoption intention on brand awareness and loyalty in tourism: The mediating effect of customer engagement.;Journal of Destination Marketing & Management,2021

2. Abrahams & Singh. (2010). An active, reflective learning cycle for e-commerce classes: Learning about e-commerce by doing and teaching. Journal of Information Systems Education, 21(4), 383-390.

3. Gamification as a motivation strategy for higher education students in tourism face-to-face learning.;Journal of Hospitality, Leisure, Sport and Tourism Education,2020

4. The Effects of Gamification in Online Learning Environments: A Systematic Literature Review

5. Asigigan & Samur. (2021). The Effect of Gamified STEM Practices on Students' Intrinsic Motivation, Critical Thinking Disposition Levels, and Perception of Problem-Solving Skills. International Journal of Education in Mathematics, Science Technology, 9(2), 332-352.

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