Baptista G. and Oliveira T. (2019) Gamification and serious games: A literature meta-analysis and integrative model - Computers in Human Behavior, 92 (march), 306-315. (Advanced online publication on 16 november 2018)
In recent years we have witnessed a growing number of companies and institutions
embedding game mechanics and game design techniques in all types of information
systems, applications, and services. Following this trend, it is possible to find an
increasing number of publications studying these subjects. With this meta-analysis we
synthesise 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. Attitude, enjoyment, and usefulness are the most
relevant predictors of intention to use gamification. Intention, enjoyment, and usefulness
are the most relevant predictors of the brand attitude towards gamification. Our results
allow us to present a theoretical model that will be of value to future gamification studies.