Gamification and app engagement: A bibliometric analysis

被引:2
|
作者
Dinesh V.J.P. [1 ]
Alur S. [1 ]
机构
[1] VIT Business School, Vellore Institute of Technology, Vellore, Tamil Nadu
来源
Alur, Sivakumar (sivakumar.a@vit.ac.in) | 1600年 / Inderscience Publishers卷 / 11期
关键词
app engagement; bibliographic coupling; bibliometrix R; co-citation analysis; gamification;
D O I
10.1504/IJMNDI.2024.136447
中图分类号
学科分类号
摘要
Mobile applications have been used across various sectors. However, user engagement with the app is important for it to gain traction. Gamification of mobile applications has the potential to enhance user engagement in these applications. Thus, gamification and its effect on app engagement have attracted considerable attention within the academic community. Publications in gamification research have grown dramatically from 2014 to 2022. The current bibliometric study is prompted due to the proliferation of gamification and app engagement literature. Data were extracted from 150 papers identified from the Scopus database using gamification and app engagement as search terms. Significant journals, authors, citations, countries, and research areas were analysed. The four important clusters in gamification and app engagement research were Gamified app, Cyber Security, Food Consumption, and eHealth. This study would benefit researchers and help app designers in developing and promoting mobile applications. © 2024 Inderscience Enterprises Ltd.. All rights reserved.
引用
收藏
页码:49 / 58
页数:9
相关论文
共 50 条
  • [31] Rising gamification in health education: A bibliometric study
    Yildiz, Metin
    Yildiz, Mehmet
    Kayacik, Ahsen Demirhan
    NURSE EDUCATION IN PRACTICE, 2024, 78
  • [32] State of Research on Gamification in Education: A Bibliometric Survey
    Swacha, Jakub
    EDUCATION SCIENCES, 2021, 11 (02): : 1 - 15
  • [33] Gamification to enhance online learning and engagement
    Zheng, Meixun
    Ferreira, Leticia
    JOURNAL OF DENTAL EDUCATION, 2021, 85 : 1142 - 1144
  • [34] Educational gamification: Motivation and engagement strategies
    Ma, Junyuan
    Applied Mathematics and Nonlinear Sciences, 2024, 9 (01)
  • [35] GAMIFICATION AS AN INNOVATIVE INSTRUMENT FOR EMPLOYEE ENGAGEMENT
    Girdauskiene, Lina
    Ciplyte, Edita Ausrine
    Navickas, Valentinas
    MARKETING AND MANAGEMENT OF INNOVATIONS, 2022, (01): : 10 - 17
  • [36] Gamification: Effects of Achievements on User Engagement
    James, Neville Quinn
    Baharum, Aslina
    Wan Ahmad, Wan Nooraishya
    Abdullah Sani, Zaidatol Haslinda
    Ahmad Rodzuan, Ahmad Rizal
    Salimun, Carolyn
    Alfred, Rayner
    VISION 2025: EDUCATION EXCELLENCE AND MANAGEMENT OF INNOVATIONS THROUGH SUSTAINABLE ECONOMIC COMPETITIVE ADVANTAGE, 2019, : 1654 - 1660
  • [37] Enhancing User Engagement through Gamification
    Suh, Ayoung
    Wagner, Christian
    Liu, Lili
    JOURNAL OF COMPUTER INFORMATION SYSTEMS, 2018, 58 (03) : 204 - 213
  • [38] Gamification Design Patterns for User Engagement
    Triantafyllou, Serafeim A.
    Georgiadis, Christos K.
    INFORMATICS IN EDUCATION, 2022, 21 (04): : 655 - 674
  • [39] Gamification of MOOCs for Increasing User Engagement
    Vaibhav, Anant
    Gupta, Pooja
    2014 IEEE INTERNATIONAL CONFERENCE ON MOOC, INNOVATION AND TECHNOLOGY IN EDUCATION (MITE), 2014, : 290 - 295
  • [40] THE IMPACT OF GAMIFICATION ON CONSUMER BRAND ENGAGEMENT
    Gatautis, Rimantas
    Banyte, Jurate
    Piligrimiene, Zaneta
    Vitkauskaite, Elena
    Tarute, Asta
    TRANSFORMATIONS IN BUSINESS & ECONOMICS, 2016, 15 (01): : 173 - 191