This paper highlights a collection of themes that summarise the organisational level strategies in responding to adverse effects of using gamification elements in online communities.
Authors
Nirma Sadamali Jayawardena, Assistant Professor, Jindal Global Business School, O.P. Jindal Global University, Sonipat, Haryana, India.
Aastha Behl, Jagannath International Management School, Kalkaji, New Delhi, India.
Summary
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.
Published in: Information Systems and e-Business Management
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