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According to Park and Kim [6], education and training account for the largest portion of a total of 754 attempts to apply gamification worldwide, followed by human resource management, social issues, commercialization, and lifestyle.
As gamification began to draw attention, research began on systematizing development methods in order to deliver core values to users with gameful experiences.
JMIR Serious Games 2022;10(3):e35907
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Park and Kim [6] collected 754 cases of gamification from pre-2010 to 2017, 270 of which were related to education.
Trends of gamification, game-based learning, educational games, and serious games by using the Google Trends search.
Gamification in education is beneficial to learners in several ways. Majuri et al [7] collected 807 studies related to gamification in education from June 2015 and performed an empirical study on 128 relevant studies.
JMIR Serious Games 2021;9(2):e14746
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Of the 754 gamification cases analyzed by Park and Kim [11], 127 were related to gamification in education. In 73 of these cases (57.5%), badges were applied to learning behavior. Recently, gamification has begun to be applied to online learning platforms, and studies are being actively conducted on the digital badges applicable to the online learning environment.
JMIR Serious Games 2019;7(2):e14342
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Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development
For the case analysis, the 4 F process, which is a gamification development methodology developed by Kim et al [12], was applied to analyze the game elements in collected cases. For the systematic study, the following 3 research questions were set, and 754 global gamification cases were collected and classified into 6 categories:
Team Maker.
The Lost City.
To collect global gamification cases, Google search and the gamification website enterprise gamification were used and related books were referred.
JMIR Serious Games 2018;6(4):e11336
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