ABSTRACT

Research gamification is a research method that applies the principles of gaming, game mechanics, game features or elements of game design, to a non-game research situation or context. Research gamification is used by researchers from a variety of disciplines and areas of study including business, marketing, customer satisfaction, civic engagement, psychology, sociology, politics and education. There are various research gamification and gamification for learning platforms, tools and software packages available: some are aimed specifically at the business sector, some are aimed at the wider research community and some are aimed at teachers and trainers. In market research it is used increasingly by businesses in an attempt to improve marketing and increase profit. Gamification methods can also be used in a non-research context, such as by businesses and organisations to engage employees and increase performance, and in education to motivate and engage students and increase the enjoyment of learning.