Purpose – Gamification has been studied in many areas, i.e. marketing, education, training, and psychology. There has been an increased interest in the topic of gamification among scholars in the past several years. The purpose of this paper is therefore to use citation network analysis and explore changes in scholarly interest in the topic of gamification. As a result, four study hypotheses were developed: H1a: the “other” category publications (books, proceedings, etc.) will have a significantly larger frequency when compared with “journal” publications; H1b: the trend line of the frequency of publications will most closely fit the S-curve of Adoption in the adoption of innovations or the spread of new ideas as postulated by Rogers (2003); H2a: there will be a negative correlation between graph density and the number of vertices (publications); and H2b: there will be a positive correlation between average geodesic distance (AVGD) and the number of vertices (publications). Design/methodology/approach – D...
['Keith Harman', 'Alex Koohang', 'Joanna Paliszkiewicz']
Scholarly interest in gamification: a citation network analysis