Skip to main content
. 2019 Jul 17;5(7):e01993. doi: 10.1016/j.heliyon.2019.e01993

Table 2.

Gamification Concepts (Source: Developed for this study).

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