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08-03-2023 | Original Article

Adverse effects of using gamification elements in online communities: a scoping review

Authors: Nirma Sadamali Jayawardena, Aastha Behl

Published in: Information Systems and e-Business Management

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Abstract

The game-based research is growing in popularity, however, the number of game elements available to designers is still limited. As an alternative of incorporating novel design approaches derived from games, researchers and practitioners tend to focus on points, badges, and leader boards. The purpose of this paper is to explore adverse effects of using gamification elements in online communities by employing the criteria of Arksey and O'Malley (Int J Soc Res Methodol 8(1):19–32, 2005) five-stage framework that underpins the scoping review approach. Specifically, this paper helps to advance the current knowledge of adverse effects of using gamification elements in online communities in two ways. It highlights (1) a wide variety of areas in which adverse effects of using gamification elements in online communities has been examined, emphasising the rising popularity of the topic, (2) a collection of themes that summarise the organisational level strategies in responding to adverse effects of using gamification elements in online communities.

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Metadata
Title
Adverse effects of using gamification elements in online communities: a scoping review
Authors
Nirma Sadamali Jayawardena
Aastha Behl
Publication date
08-03-2023
Publisher
Springer Berlin Heidelberg
Published in
Information Systems and e-Business Management
Print ISSN: 1617-9846
Electronic ISSN: 1617-9854
DOI
https://doi.org/10.1007/s10257-023-00629-z