目标:游戏化是指在非游戏环境中使用游戏设计元素,以提高用户的参与度。游戏化策略似乎是增加用户动机和参与度的有利工具。本系统综述的目的是确定在不同干预背景下使用游戏化策略的研究,并描述它们在每种干预中的影响。因此,重点是结构(游戏化),而不是特定的地区或人口。
结果:为了实现这一目标,Scopus,IEEE,WebofScience,MEDLINE,ERIC,和PsycINFO数据库将用于收集系统评价的数据。研究和结果报告都将基于Cochrane的建议和PRISMA指南。数据,包括对文章质量的评估,将由团队的两名成员独立进行。调查结果将以叙述性方式报告。不需要伦理批准,因为研究不涉及数据收集。调查结果将提交给同行评审期刊,结果将在国际大会上发表。未来的审查可以考虑调查正在采用游戏化策略的特定干预领域。试用注册系统审查注册:PROSPEROCRD42017070508。
OBJECTIVE: Gamification broadly refers to the use of game design elements in non-game contexts with the goal of promoting users\' engagement. Gamification strategies appear as an advantageous tool to increase the motivation and involvement of users. The purpose of this systematic
review is to identify studies using gamification strategies in distinct intervention contexts and to describe their impact in each type of intervention. Thus, the focus is on the construct (gamification) rather than on a particular area or population.
RESULTS: To achieve this goal, Scopus, IEEE, Web of Science, MEDLINE, ERIC, and PsycINFO databases will be used to gather data for the systematic
review. Both the research and report of results will be based on Cochrane\'s recommendations and PRISMA guidelines. Data, including the assessment on the quality of the articles, will be conducted by two members of the team independently. Findings will be reported narratively. The ethical approval is not required as the research does not involve data collection. Findings will be submitted to a peer-
review journal and the results will be presented on international congresses. Future reviews could consider investigating particular areas of intervention in which gamification strategies are being employed. Trial registration Systematic
Review Registration: PROSPERO CRD42017070508.