As I have started my internship in CTB and working on the analysis of the context of use and gamification study for motivating healthy physical habits in elderly people and finally prepare a systematic review and mapping.
I found out during the last decennium, games have conceivably become the largest form of leisure information systems (IS). Nowadays, games are also more and more being employed for a variety of instrumental purposes.
Although games have accumulated a large amount of research attention during the last decade, the research paper is scattered and there is still a lack of a clear and reliable understanding of how games are being able to address motivate people especially elderly.
The terms of gamification and gamified systems are a trending area of research. Though gamification can indicate several different things, such as applying the game-like elements into the design of the user interface of the software, but not all gamification is significantly associated with software products.
Overall, it is unclear what different aspects are studied under the umbrella of ‘gamification’, and what is the current state of the art in the gamification research.
The most obvious direction for future research in this area is to expand the scope of the study into a fully realized longitudinal project.