Abstract
Gamification has attracted the attention of many scholars of different fields such as education, commerce, management, urban planning, and citizen science since a decade ago. The review of the related literature indicates that there is a plethora of research on the implications of gamification in various fields. However, to the best of the researcher, these studies have not been synthesized yet. The main purpose of the study was to synthesize the relevant studies through a qualitative meta-analysis study. In so doing, different electrical database sources, including Google Scholar, Academia, Linked-in, Research gate, etc. were searched for the keywords: gamification, gamification implication, gamified* participation, etc. The data of the study were synthesized thorough qualitative meta-analysis. The findings were thematically analyzed and coded. Results showed that gamification has implications in education, e-learning, commerce, management, citizen participation, and motivation. The findings can be used by urban planners to provide citizens with playgrounds to play different games.
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Latifi, G.R., Monfared, M.P. & Khojasteh, H.A. Gamification and citizen motivation and vitality in smart cities: a qualitative meta-analysis study. GeoJournal 87, 1217–1230 (2022). https://doi.org/10.1007/s10708-020-10295-0
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DOI: https://doi.org/10.1007/s10708-020-10295-0