Author(s): William Casad
Gamification is the process of creating information systems that offer motives and experiences that are comparable to those found in games with the goal of changing user behaviour. Gamification has become increasingly popular recently, which has resulted in an increase in the number of gamified apps and studies as well. However, this line of inquiry has mostly evolved without a plan, theoretical direction, or a clear understanding of the topic. We present a thorough analysis of the gamification research and examine the research models and findings in gamification empirical investigations to improve the overall coherence of the image. The amount of contradictory outcomes is astounding, even though the results generally point to gamification's success being effective. Points, badges, and leaderboards continue to be the most popular settings and methods for gamification implementation, along with crowdsourcing, health, and education. Theoretical underpinnings, consistent variables, and coherence in study models are still lacking in gamification research. As a concluding contribution to the review, we offer a thorough analysis of the future agenda for the expanding body of literature on gamification and gameful systems inside the information system, which includes 15 prospective research pathways.