Abstract
Games and game elements have been studied and applied in various domains to encourage sustainable behaviours, often without a clear understanding of how they achieve these effects. One unconventional domain is the management of emotions during information seeking. This paper presents a review of current research literature covering gamification and game elements beyond entertainment and outlines their theoretical practicalities. A total of 40 records from different perspectives were reviewed studying the effects or user perceptions of gamification within motivation, emotions and information-seeking. The results reported in the reviewed records indicate that applying gamification is a promising approach for managing emotions in the information-seeking research process. However, the study identified shortcomings, thematic gaps, and the direction of future research which is discussed in this paper.
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Ahmed, A., Johnson, F. (2021). Gamification as a Way of Facilitating Emotions During Information-Seeking Behaviour: A Systematic Review of Previous Research. In: Toeppe, K., Yan, H., Chu, S.K.W. (eds) Diversity, Divergence, Dialogue. iConference 2021. Lecture Notes in Computer Science(), vol 12646. Springer, Cham. https://doi.org/10.1007/978-3-030-71305-8_7
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