Effective Online Engagement Strategies Through Gamification: A Systematic Literature Review and a Future Research Agenda

Effective Online Engagement Strategies Through Gamification: A Systematic Literature Review and a Future Research Agenda

Nirma Sadamali Jayawardena, Mitchell Ross, Sara Quach, Abhishek Behl, Manish Gupta, Le Dang Lang
Copyright: © 2022 |Pages: 25
DOI: 10.4018/JGIM.290370
Article PDF Download
Open access articles are freely available for download

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.
Article Preview
Top

1. Introduction

Online markets have become increasingly competitive as a result of the growth of various social media platforms and mobile applications, and many businesses are failing to engage users (Suh, Wagner, & Liu, 2018). A rising number of online applications and businesses are vying for the attention of a user population that is shrinking at a far slower rate, intensifying the rivalry for user attention. ‘Gamification’ has been embraced as a tactic for influencing and inspiring people to participate in education, training, marketing, networking, and health-related activities as a relatively new paradigm for engaging people (Suh et al., 2018). The Internet has become an inextricable part of modern life, with the average adult spending 20 hours per week online (Looyestyn et al., 2017). Consumers benefit from online products and programs because they provide easy access to services (Harwood & Garry, 2015; Looyestyn et al., 2017). Online programs, on the other hand, can only be effective if users are engaged in the short and/or long term (Looyestyn et al., 2017). Online engagement encompasses a wide range of topics, with different meanings depending on the context and desired outcomes. Some online programs are just intended to keep users engaged for a single session (Looyestyn et al., 2017). On the other hand, the quality of user involvement rather than the length of time is important. This is especially true in market research studies where researchers want to improve the quality of online survey responses or educational studies where researchers want to improve academic achievement in online courses (Lukas, Eskofier, & Berking, 2021). In this sense, gamification refers to the use of game aspects such as design strategies, thinking, and mechanics to enrich non-game environments to engage users by improving the hedonic value of an existing information system (IS) (Delello, Hawley, McWhorter, Gipson, & SDeal, 2018; Nivedhitha & Manzoor, 2020; Stiglbauer, Weber, & Batinic, 2019).

Individuals are more likely to stay involved in an activity if they find it entertaining and/or valuable, according to research (Harwood & Garry, 2015; Looyestyn et al., 2017; Lukas et al., 2021; Behl et al., 2021a). Gamification has been associated with higher levels of enjoyment and engagement. Gamification is a term that first appeared in the domain of computer games in 2002 and became more commonly known around 2010 (Harwood & Garry, 2015; Looyestyn et al., 2017; Lukas et al., 2021). Since then, gamification has become more widely discussed in academic journals, however, with diverse meanings. Gamification is used in a variety of fields, including education (Parra-González, López-Belmonte, Segura-Robles, & Moreno-Guerrero, 2021), personalized health care (Martinho, Carneiro, Corchado, & Marreiros, 2020), retailing (Leclercq, Poncin, & Hammedi, 2017)), employee engagement and well-being (Hammedi, Leclercq, Poncin, & Alkire, 2021), banking (Chauhan, Akhtar, & Gupta, 2021; Nasirzadeh & Fathian, 2020), and tourism (Nivedhitha & Manzoor, 2020; Xu, Buhalis, & Weber, 2017).

Complete Article List

Search this Journal:
Reset
Volume 32: 1 Issue (2024)
Volume 31: 9 Issues (2023)
Volume 30: 12 Issues (2022)
Volume 29: 6 Issues (2021)
Volume 28: 4 Issues (2020)
Volume 27: 4 Issues (2019)
Volume 26: 4 Issues (2018)
Volume 25: 4 Issues (2017)
Volume 24: 4 Issues (2016)
Volume 23: 4 Issues (2015)
Volume 22: 4 Issues (2014)
Volume 21: 4 Issues (2013)
Volume 20: 4 Issues (2012)
Volume 19: 4 Issues (2011)
Volume 18: 4 Issues (2010)
Volume 17: 4 Issues (2009)
Volume 16: 4 Issues (2008)
Volume 15: 4 Issues (2007)
Volume 14: 4 Issues (2006)
Volume 13: 4 Issues (2005)
Volume 12: 4 Issues (2004)
Volume 11: 4 Issues (2003)
Volume 10: 4 Issues (2002)
Volume 9: 4 Issues (2001)
Volume 8: 4 Issues (2000)
Volume 7: 4 Issues (1999)
Volume 6: 4 Issues (1998)
Volume 5: 4 Issues (1997)
Volume 4: 4 Issues (1996)
Volume 3: 4 Issues (1995)
Volume 2: 4 Issues (1994)
Volume 1: 4 Issues (1993)
View Complete Journal Contents Listing