Table 2.
Concept/Word | Relevance percentage (%) |
---|---|
gamification | 100 |
game | 31 |
users | 29 |
use | 21 |
design | 16 |
elements | 13 |
systems | 12 |
applications | 11 |
favourable | 11 |
social | 10 |
engagement | 9 |
business | 9 |
points | 7 |
learning | 7 |
software | 7 |
results | 7 |
context | 7 |
work | 7 |
behavior | 6 |
effects | 6 |
experience | 5 |
process | 5 |
service | 5 |
mechanics | 5 |
play | 5 |
potential | 4 |
goal | 4 |
meaningful | 4 |
activity | 4 |
unfavourable | 2 |