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. 2024 Sep 19;10:e2285. doi: 10.7717/peerj-cs.2285

Table 1. Comparative analysis of existing literature.

Ref. Problem discussed Model/Framework Game or application designed Limitation/Gap
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