|
Dicheva et al. (2015)
|
Education |
x |
x |
The model was not defined. |
|
Silic et al. (2020)
|
The lack of employee satisfaction and engagement in modern organizations. |
Model defined: Integrating gamification into workplace processes can enhance employee job satisfaction and engagement. Model based on four major factors including enjoyment, recognition, gaming utility, and motivation is presented. |
Application |
The model and application-defined is not generic as it is limited to a single particular organization only |
|
Gerdenitsch et al. (2020)
|
The effect of gamification on the enjoyment and productivity in the workplace |
x |
x |
The model was not designed. |
|
Friedrich et al. (2020)
|
The inadequate motivation of employees for knowledge sharing in knowledge management systems |
x |
x |
No model was defined |
|
Moldon, Strohmaier & Wachs (2021)
|
The effect of removal of gamification elements on software developers’ behavior |
x |
x |
The article did not define any model or implemented any application |
|
Hainey et al. (2011)
|
Inadequate preparation of software engineering graduates for real-life scenarios as traditional teaching techniques are insufficient to help them learn |
x |
Game |
The article only discussed the importance of game in learning requirement collection. No model was defined even in this regard |
|
Thelen et al. (2022)
|
Difficulty in engaging surgical residents and faculty with workplace-based assessment (WBA) as traditional methodologies do not define its importance |
x |
x |
The article did not define any model or implemented any application |
|
Altomari, Altomari & Iazzolino (2022)
|
The lack of effective assessment tools for soft skills in the labor market |
x |
Application |
The model was not defined |