Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Accepted for/Published in: JMIR Serious Games

Date Submitted: Jun 20, 2018
Open Peer Review Period: Jun 21, 2018 - Jul 19, 2018
Date Accepted: Oct 4, 2018
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development

Park S, Kim S

Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development

JMIR Serious Games 2018;6(4):e11336

DOI: 10.2196/11336

PMID: 30401666

PMCID: 6246973

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development

  • Sungjin Park; 
  • Sangkyun Kim

Background:

Gamification is one of the techniques that applies game elements, such as game mechanics and dynamics, to a nongame context (eg, management, education, marketing, and health care). A variety of methodologies have been published for developing gamification. However, some of these are only usable by people with a certain level of gamification knowledge. People who do not have such knowledge face difficulty in using game mechanics and experiencing enjoyment. To ease their difficulties, a gamification methodology should provide directions for using game mechanics.

Objective:

This study aimed at collecting global gamification cases and determining patterns or differences among the collected cases.

Methods:

In total, 754 cases were collected based on 4F process elements, such as play type, playful user experience (PLEX)–based fun factors, and game mechanics. In addition, the collected cases were classified into 6 categories. From the data analysis, basic statistics and correlation analyses (Pearson and Kendall) were conducted.

Results:

According to the analysis results in PLEX-based fun factors, challenge and completion fun factors formed a large proportion among the 6 categories. In the results of the game mechanics analysis, point, leaderboard, and progress accounted for a large proportion among the 6 categories. The results of the correlation analysis showed no difference or specific patterns in game mechanics (Pearson r>.8, Kendall τ>.5, P<.05) and PLEX-based fun factors (Pearson r>.8, Kendall τ>.7, P<.05).

Conclusions:

On the basis of the statistical findings, this study suggests an appropriate number of PLEX-based fun factors and game mechanics. In addition, the results of this study should be used for people who do not have gamification knowledge and face difficulty using game mechanics and PLEX-based fun factors.


 Citation

Please cite as:

Park S, Kim S

Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development

JMIR Serious Games 2018;6(4):e11336

DOI: 10.2196/11336

PMID: 30401666

PMCID: 6246973

Per the author's request the PDF is not available.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.