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2025 (English)In: Entertainment Computing, ISSN 1875-9521, E-ISSN 1875-953X, Vol. 52, article id 100893Article in journal (Refereed) Published
Abstract [en]
Digital learning environments exhibiting spatial dimensions, such as VR experiences or virtual labs, have become increasingly common in recent years. At the same time, it is known that gamification, i.e., the application of game-like mechanisms, might support the motivational design of learning environments. However, so far, there seems to be no systematic overview on whether and how spatial dimensions are incorporated into gamification mechanisms. Accordingly, we conducted a systematic literature review to identify gamification mechanisms that use spatial dimensions. Out of 849 articles we finally included 11 articles found in the three databases ScienceDirect, IEEE, and ACM DL that conducted gamification in the context of spatial digital learning environments. For the most part, the gamification mechanisms used in these 11 articles did not relate to any spatial dimension. Conclusively, we state that there have been few approaches to gamification exploiting the spatial dimension. Given the limited findings in the literature, we propose developing a model to bridge existing gaps and support a structured approach to incorporating spatial dimensions into gamification mechanisms. Accordingly, we contribute to enhancing spatial digital learning environments with further motivational cues through spatial gamification mechanics.
Place, publisher, year, edition, pages
Elsevier B.V., 2025
Keywords
360°, Engagement, Motivation, Serious Games, Spatiality, Virtual Labs, Virtual Worlds
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-355472 (URN)10.1016/j.entcom.2024.100893 (DOI)001342434100001 ()2-s2.0-85207095487 (Scopus ID)
Note
QC 20241111
2024-10-302024-10-302024-11-11Bibliographically approved