Abstract

Recent developments in human–computer interaction technologies raised the attention towards gamification techniques, that can be defined as using game elements in a non-gaming context. Furthermore, advancement in machine learning (ML) methods and its potential to enhance other technologies, resulted in the inception of a new era where ML and gamification are combined. This new direction thrilled us to conduct a systematic literature review in order to investigate the current literature in the field, to explore the convergence of these two technologies, highlighting their influence on one another, and the reported benefits and challenges. The results of the study reflect the various usage of this confluence, mainly in, learning and educational activities, personalizing gamification to the users, behavioral change efforts, adapting the gamification context and optimizing the gamification tasks. Adding to that, data collection for machine learning by gamification technology and teaching machine learning with the help of gamification were identified. Finally, we point out their benefits and challenges towards streamlining future research endeavors.

Highlights

  • During recent decades, the significance of human–computer interaction (HCI) increased exponentially, due to the devasting technological development

  • This work aims to provide a comprehensive overview of works carried out towards incorporating gamification and machine learning to benefit from the advantages of both

  • We investigated the convergence of gamification and machine learning using a systematic literature review, to inspect every aspect of this phenomenon under scrutiny

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Summary

Introduction

The significance of human–computer interaction (HCI) increased exponentially, due to the devasting technological development. Gamification as one of the approaches to improve this interaction, both in terms of efficiency and effectiveness, has been one of the new trends during recent years. Its application in human-system interaction is notable, when used to motivate humans to interact with the system towards the benefit of the system. This approach has been used by Konstantakopoulos et al (2019), where a gamified framework is developed for smart building infrastructure to stimulate occupants to consider personal energy usage in order to be more environmentally friendly. Other applications are in global climate change (Nastis and Pagoni 2019), web and mobile applications (Zichermann and Cunningham 2011), to name a few

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