Результаты исследований: Вклад в журнал › Статья › Рецензирование
Результаты исследований: Вклад в журнал › Статья › Рецензирование
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TY - JOUR
T1 - Exploring Gamification Research Trends Using Topic Modeling
AU - Ayaz, Ahmet
AU - Ozyurt, Ozcan
AU - Al-Rahmi, Waleed Mugahed
AU - Salloum, Said A.
AU - Shutaleva, Anna
AU - Alblehai, Fahad
AU - Habes, Mohammed
PY - 2023
Y1 - 2023
N2 - Gamification holds significant importance as an efficacious means to motivate individuals, stimulate their engagement, and foster desired behaviors. There is an increasing interest among researchers in exploring the domain of gamification. Consequently, it becomes crucial to identify specific research trends within this field. This study employs a comprehensive analysis of 4743 articles sourced from the Scopus database, utilizing the topic modeling approach, with the objective of discerning research patterns and trends within the gamification domain. The findings revealed the existence of thirteen distinct topics within the field. Notably, “Health training,” “Enhancing learning with technology,” and “Game design framework” emerged as the most prominent topics, based on their frequency of research publications and popularity. This study serves as a valuable resource for researchers and practitioners seeking to stay abreast of the latest advancements in gamification. The identified issues through topic modeling can be employed to identify gaps in current research and potential directions for future research endeavors.
AB - Gamification holds significant importance as an efficacious means to motivate individuals, stimulate their engagement, and foster desired behaviors. There is an increasing interest among researchers in exploring the domain of gamification. Consequently, it becomes crucial to identify specific research trends within this field. This study employs a comprehensive analysis of 4743 articles sourced from the Scopus database, utilizing the topic modeling approach, with the objective of discerning research patterns and trends within the gamification domain. The findings revealed the existence of thirteen distinct topics within the field. Notably, “Health training,” “Enhancing learning with technology,” and “Game design framework” emerged as the most prominent topics, based on their frequency of research publications and popularity. This study serves as a valuable resource for researchers and practitioners seeking to stay abreast of the latest advancements in gamification. The identified issues through topic modeling can be employed to identify gaps in current research and potential directions for future research endeavors.
UR - http://www.scopus.com/inward/record.url?partnerID=8YFLogxK&scp=85176309086
UR - https://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcAuth=tsmetrics&SrcApp=tsm_test&DestApp=WOS_CPL&DestLinkType=FullRecord&KeyUT=001100934300001
U2 - 10.1109/ACCESS.2023.3326444
DO - 10.1109/ACCESS.2023.3326444
M3 - Article
VL - 11
SP - 119676
EP - 119692
JO - IEEE Access
JF - IEEE Access
SN - 2169-3536
ER -
ID: 48553750