What is it about?

With this meta-analysis we synthesize and integrate all the earlier literature and information available on gamification and serious games, assessing the current state-of-the-art in the field, filling a literature gap on this subject. We calculated meta-analysis effects from a total of 54 studies and 59 datasets collected from the literature. Our results allow us to present a theoretical model that will be of value to future gamification studies.

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Why is it important?

Gamification is gaining increasing presence and importance in our daily lives, applications, services, and business. We applied a meta-analysis to synthesize and integrate all the earlier literature and information available, contributing to knowledge advancement and reducing the time needed to study this important phenomenon in information systems. The most important influencing factors in literature were identified and presented in an integrated theoretical model able to support future studies, providing an update on the current state-of-the-art in gamification and serious games knowledge.


Earlier research suggests that meta-analysis is a better method than just a mere literature review, that it is a rigorous and robust method, that it is applicable even with conflicting results, and that it helps to reinforce understanding and to provide a more concise view of gamification factors. For these reasons, it is the method employed in this work.

Goncalo Baptista
Universidade Nova de Lisboa

Read the Original

This page is a summary of: Gamification and serious games: A literature meta-analysis and integrative model, Computers in Human Behavior, March 2019, Elsevier,
DOI: 10.1016/j.chb.2018.11.030.
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