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Towards gamification for spatial digital learning environments
Bauhaus-Universität Weimar, Goetheplatz 7/8, 99423 Weimar, Germany, Goetheplatz 7/8.
Bauhaus-Universität Weimar, Goetheplatz 7/8, 99423 Weimar, Germany, Goetheplatz 7/8.
Bauhaus-Universität Weimar, Goetheplatz 7/8, 99423 Weimar, Germany, Goetheplatz 7/8; Hochschule Weserbergland, Am Stockhof 2, 31785 Hameln, Germany, Am Stockhof 2.
KTH, School of Industrial Engineering and Management (ITM), Production engineering, Advanced Maintenance and Production Logistics. BIBA GmbH, Hochschulring 20, 28359 Bremen, Germany.ORCID iD: 0000-0002-3747-0845
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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. Vol. 52, article id 100893
Keywords [en]
360°, Engagement, Motivation, Serious Games, Spatiality, Virtual Labs, Virtual Worlds
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:kth:diva-355472DOI: 10.1016/j.entcom.2024.100893ISI: 001342434100001Scopus ID: 2-s2.0-85207095487OAI: oai:DiVA.org:kth-355472DiVA, id: diva2:1909460
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QC 20241111

Available from: 2024-10-30 Created: 2024-10-30 Last updated: 2024-11-11Bibliographically approved

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Baalsrud Hauge, Jannicke

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