Standard

Exploring Gamification Research Trends Using Topic Modeling. / Ayaz, Ahmet; Ozyurt, Ozcan; Al-Rahmi, Waleed Mugahed и др.
в: IEEE Access, Том 11, 2023, стр. 119676-119692.

Результаты исследований: Вклад в журналСтатьяРецензирование

Harvard

Ayaz, A, Ozyurt, O, Al-Rahmi, WM, Salloum, SA, Shutaleva, A, Alblehai, F & Habes, M 2023, 'Exploring Gamification Research Trends Using Topic Modeling', IEEE Access, Том. 11, стр. 119676-119692. https://doi.org/10.1109/ACCESS.2023.3326444

APA

Ayaz, A., Ozyurt, O., Al-Rahmi, W. M., Salloum, S. A., Shutaleva, A., Alblehai, F., & Habes, M. (2023). Exploring Gamification Research Trends Using Topic Modeling. IEEE Access, 11, 119676-119692. https://doi.org/10.1109/ACCESS.2023.3326444

Vancouver

Ayaz A, Ozyurt O, Al-Rahmi WM, Salloum SA, Shutaleva A, Alblehai F и др. Exploring Gamification Research Trends Using Topic Modeling. IEEE Access. 2023;11:119676-119692. doi: 10.1109/ACCESS.2023.3326444

Author

Ayaz, Ahmet ; Ozyurt, Ozcan ; Al-Rahmi, Waleed Mugahed и др. / Exploring Gamification Research Trends Using Topic Modeling. в: IEEE Access. 2023 ; Том 11. стр. 119676-119692.

BibTeX

@article{cddcd38fdb3f491d949f4402ece4e9aa,
title = "Exploring Gamification Research Trends Using Topic Modeling",
abstract = "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.",
author = "Ahmet Ayaz and Ozcan Ozyurt and Al-Rahmi, {Waleed Mugahed} and Salloum, {Said A.} and Anna Shutaleva and Fahad Alblehai and Mohammed Habes",
year = "2023",
doi = "10.1109/ACCESS.2023.3326444",
language = "English",
volume = "11",
pages = "119676--119692",
journal = "IEEE Access",
issn = "2169-3536",
publisher = "Institute of Electrical and Electronics Engineers Inc.",

}

RIS

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