Gamification and citizen motivation and vitality in smart cities: a qualitative meta-analysis study

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Gamification and citizen motivation and vitality in smart cities: a qualitative meta-analysis study Gholam Reza Latifi . Masoumeh Poor Monfared . Hasan Abdi Khojasteh

Accepted: 11 September 2020  Springer Nature B.V. 2020

Abstract Gamification has attracted the attention of many scholars of different fields such as education, commerce, management, urban planning, and citizen science since a decade ago. The review of the related literature indicates that there is a plethora of research on the implications of gamification in various fields. However, to the best of the researcher, these studies have not been synthesized yet. The main purpose of the study was to synthesize the relevant studies through a qualitative meta-analysis study. In so doing, different electrical database sources, including Google Scholar, Academia, Linked-in, Research gate, etc. were searched for the keywords: gamification, gamification implication, gamified* participation, etc. The data of the study were synthesized thorough qualitative meta-analysis. The findings were thematically analyzed and coded. Results showed that gamification has implications in education, e-learning, commerce, G. R. Latifi (&) Allameh Tabataba’i University, Tehran, Iran e-mail: [email protected] M. P. Monfared Kahne Noor-e-Tooba Higher Education Institute, Tehran, Iran e-mail: [email protected] URL: https://www.nooretouba.ac.ir H. A. Khojasteh Pars Architecture and Art Higher Education Institute, Tehran, Iran e-mail: [email protected]

management, citizen participation, and motivation. The findings can be used by urban planners to provide citizens with playgrounds to play different games. Keywords Motivation  Vitality and citizenship participation  Smart city  Gamification  Playable cities

Introduction During the last couple of years, gamification (Buck 2017; Deterding et al. 2011; Hamari and Lehdonvirta 2010; Huotari and Hamari 2012; Rehm et al. 2018; Spitz et al. 2017; Thiel and Lenher 2015; Thiel et al. 2017) has been an interesting topic. It has also been a ‘‘subject to much hype as a means of supporting user engagement and enhancing positive patterns in service use, such as increasing user activity, social interaction, or quality and productivity of actions’’(Hamari et al. 2014, p. 2). These desired use patterns are considered to emerge because of positive, intrinsically motivating (Reyan and Deci 2000) ‘‘gameful’’ experiences (Huotari and Hamari 2012) brought about by game/motivational affordances implemented into a service (Hamari et al. 2014). Therefore, gamification is known as a next generation method for marketing and customer engagement in popular discussion (e.g. Zichermann and Cunningham 2011).

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da Silva et al. (2019), regarding the significance of the issue both in academia and society, introduced a systematic literature review on the application of gamification as a means to increase the quality of the teaching process in general, and, teaching of management in part