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Dey, Sharmistha & Eden, Rebekah(2016)Gamification: An emerging trend.In Hung, S Y & Liang, T P (Eds.) Proceedings of the 20th Pacific AsiaConference on Information Systems (PACIS) 2016.Secretariat of PACIS, http://www.pacis2016.org/abstract/Index, pp. 1-14.
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GAMIFICATION: AN EMERGING TREND
Sharmistha Dey, Information Systems School, Science and Engineering Faculty, Queensland
University of Technology, Australia, [email protected]
Rebekah Eden, Information Systems School, Science and Engineering Faculty, Queensland
University of Technology, Australia, [email protected]
Abstract
This study presents the results of an archival analysis which highlights that gamification is an
emerging research trend. The archival analysis (conducted for the period 2008-2015) of the
gamification literature published in top tier research outlets resulted in the retrieval of 99 articles, of
which only 35 were relevant. This study identifies (i) the common themes, (ii) the context explored,
and (iii) the gamification element examined. We observe that most research was conducted in the
education context. There have only been a few studies conducted in the organizational context. The
periodic analysis of publications indicates a growing interest in this research domain. Therefore the
results from this archival analysis highlights that research on gamification is at its infancy. Thus the
need and opportunity to investigate this phenomenon is of profound importance.
Keywords: Gamification, game design elements, user engagement, motivation, archival analysis
1 INTRODUCTION
The use of gamification principles is an emerging business trend, promising to engage individuals to
improve their learning experience (Cheong et al. 2013b) and task performance (Mekler et al. 2013) in
a gamified competitive environment. Gamification research is still in its infancy and first appeared in
the digital media industry in 2008 (Ewais et al. 2015). However Google Trends illustrated that the
term only started attracting interest in 2010, which is in agreement with the findings of Hamari et al.
(2014).
Gamification refers to ‘using game design elements in non-gaming contexts’ (Deterding et al. 2011)
used to initiate user contribution behavior and encourage social interactions between users (Hamari et
al. 2013). A common misconception is that gamification pertains to creating and playing games.
Whereas in accordance with Zichermann et al. (2011) (as referenced in (Hein 2013)) gamification is
“about figuring out ways to create alignment with incentives and motivation. You increase
productivity and performance and you can attract a higher-quality employee, next generation of
employees or millennials generation who bring with them their increased technology skills”.
This study aims to identify the gaps in literature pertaining to using game thinking and game
mechanics to solve business problems and engage users in the workplace. In this study we prescribe
to the definition by Oprescu et al. (2014) p. 1 whereby workplace gamification is “the adaptation and
application of game design principles and game interaction elements to workplace processes and
behaviors. Game interaction elements include both game mechanics and game dynamics. Game
mechanics refer to the reward systems and game dynamics refer to the user progression that may lead
to the rewards.”
In addition, this study aims to highlight the importance of the need to investigate gamification in the
workplace and human behavioral factors. Hence our overarching research questions are: “What are
the trends and patterns of gamification research published between 2008-2015?” and “What areas
must be researched to develop a better understanding of the gamification phenomena?” To address the
above questions, we conducted an archival analysis of Information Systems literature with reference to
‘gamification’, related concepts such as serious games, and games were determined to be outside the
scope of the study (described in more detail in the subsequent section). To identify gaps in the
literature this study analyzed top tier journal articles and conference proceedings pertaining to
gamification and categorized articles according to: (i) the overarching theme, (ii) the context explored,
(iii) the gamification element examined, and (iv) an analysis of publication years. This builds on and
extends the seminal work of Hamari et al. (2014) by (i) providing a deeper level of granularity into
the themes of the paper; (ii) reviewing both conceptual and empirical publications; and (iii) illustrating
the trends in IS gamification research between 2008 and 2015.
The archival analysis conducted highlights the dearth of prior research pertaining to gamification.
Therefore this study is extremely beneficial to both research and practice as gamification research is
still in its nascent stage and the impact of gamification has not been researched extensively. This
research-in-progress paper is organized as followed: (i) firstly we detail the archival method utilized;
(ii) subsequently we present our analysis, findings and results; (iii) then we conclude by summarizing
our research findings and presenting the areas for future research.
2 ARCHIVAL METHOD
In order to understand the current state of the literature pertinent to gamification, an archival analysis
of the top Information Systems (IS) journals and conferences from the years 2008 to 2015 was
conducted. The year 2008 was determined to be an applicable scoping consideration as this was when
gamification first started receiving research attention (Ewais et al. 2015). In accordance with Eden et
al. (2012) p. 2 “an archival analysis extends the concepts of a literature review by identifying the
patterns of literature, possible future trends and identifying gaps for studies to focus in future
research.” As previously mentioned, this area of research is still in its infancy and thus provides a
huge opportunity for future research. The archival analysis was performed using the AIS basket of
eight journals (EJIS: European Journal of Information Systems, ISR: Information Systems Research,
JAIS: Journal of the Association of Information Systems, JIT: Journal of Information Technology,
JMIS: Journal of Management Information Systems, JSIS: Journal of Strategic Information Systems,
MISQ: Management Information Systems Quarterly, ISJ: Information Systems Journal) (see Lowry et
al. 2013 for a critical explanation supporting the senior scholars' basket). Furthermore, the review also
included the top AIS conferences (ICIS: International Conference on Information Systems, PACIS:
Pacific Asia Conference on Information Systems, ECIS: European Conference on Information
Systems, and AMCIS: Americas Conference on Information Systems). To retrieve the articles from
the aforementioned sources a search was performed for articles that include but are not limited to the
following terms in the title, abstract, keywords and body of the text: gamification and gamif*.
When performing this archival analysis a key distinction was made in terms of differentiating
gamification from commonly related terms such as games and serious games. This research pertains
solely to gamification which is the use of game elements that are applied to non-game contexts for the
purpose of motivating individuals to perform the desired action (Deterding et al. 2011). Alternatively
serious games is also for the purpose of non-game contexts, however rather than a subset of game
elements being applied, the user is immersed in an actual game, and is quite commonly used for
training (Deterding et al. 2011). Games, on the other hand, are played for fun and entertainment
purposes (Deterding et al. 2011). Recognizing these differences, this archival analysis was scoped to
publications pertaining to gamification. Therefore serious games and games were excluded from the
analysis.
Each of the articles returned by the search was read in full and the relevance of the article was
determined. The relevant articles were then reviewed to identify the theme, context, and gamification
elements that were investigated. Similar to the approach utilized by Gable (2010) and more recently
Rahman et al. (2014) in order to classify the articles into themes and contextual scenarios we
performed an inductive, iterative analysis of the data followed by a deductive classification.
Furthermore, when exploring the gamification design elements we deductively classified the articles
into Kankanhalli et al. (2012) gamification design elements framework. Therefore this archival
analysis used both inductive and deductive approaches when classifying the articles.
3 ANALYSIS AND FINDINGS
The archival analysis of the gamification literature resulted in the retrieval of 99 articles. Out of the 99
retrieved articles, 70 were from conference proceedings, the remainder were from journal outlets.
However review of the articles in the journals identified that none of them were relevant to the context
of gamification, and typically performed to games. Of the 70 articles retrieved from conference
proceeding 35 were identified as relevant (refer to table 1). Interestingly there were no relevant
publications retrieved from the top tier journals. The subsequent sections of this research-in-progress
paper present our analysis into: (i) themes analyzed; (ii) contextual scenarios; (iii) gamification design
elements; and (iv) year of publication. Appendix 1 depicts the classification of each of the relevant
articles.
Conference Total
Retrieved
Total
Eliminated
Total
Relevant
AMCIS 14 9 5
ECIS 22 11 11
ICIS 22 10 12
PACIS 12 5 7
Total 70 35 35
Table 1. Number of Articles Reviewed from Each Outlet
3.1 Thematic and Contextual Analysis
A thematic analysis was performed on the 35 articles, which yielded five key themes, namely: (i)
actual behavior; (ii) intention-to-use; (iii) learning; (iv) success; and (v) user engagement. The articles
that did not fit into this framework were classified into the general theme. Table 2 depicts the
definitions for each of the aforementioned themes. Articles were also categorized into the contexts
investigated. Similar to the thematic analysis, articles were also categorized into the context that was
investigated. The inductive classification of contexts resulted in the identification of six research
contexts: (i) education (e.g. tertiary level), (ii) exercise, (iii) health IS, (iv) online communities (e.g.
blogs), (v) online retail, and (vi) organizational1. Articles which did not pertain directly to a singular
research context, for example a broad literature review on gamification, were categorized into a
seventh category (vii) non-context specific. The results of the thematic and contextual analysis are
presented in Figure 1.
Theme Definition Reference*
Actual
Behavior
The extent to which an individual performs the desired action as intended by
the gamified system. Ajzen (2005)
Intention to
use
The extent to which an individual has formulated conscious plans to
perform the desired behavior as intended by the gamified system.
Venkatesh et al.
(2008)
Learning The application of gamification to facilitate individuals acquiring
knowledge, problem solving, and analytical skills
Cheong et al.
(2013b)
Success A measure of the extent to which the gamified system is considered valuable
by end-users.
Yoganathan et
al. (2013)
User
Engagement
“A user’s response to an interaction [with a gamified system] that gains,
maintains, and encourages their attention, particularly when they are
intrinsically motivated”
Jacques (1996)
p. 103
General Application of gamification as a component of a larger research project
*Note: some of the definitions were contextualised based on the non-context specific definitions provided by the
scholars in the reference column.
Table 2. Definition of Themes
1 We acknowledge that there may be some potential overlaps present between the contexts studied. However to ensure rigor,
both authors classified the articles, and any discrepancies pertaining to the classification were resolved until a unanimous
decision was reached.
Figure 1 Contextual Thematic Analysis
In relation to contexts, one of the most prevalent contexts investigated was education (n=8) which is
somewhat expected given the perceptions that digital natives need to be stimulated in educational
settings, and one way of creating interest is through gamifying the learning experience. The other most
common context was the organizational context (n=8). With the notion of a user traditionally
pertaining to an individual using information systems in the workplace (Yoo 2010), it is surprising
that more studies have not been conducted in an organization setting. The next most studied context
was online communities (n=7) followed by exercise (n=5), non-context specific (n=4), health
information systems (n=2) and online retail (n=1).
In terms of themes improving user engagement through the utilization of gamification principles has
been the most widely investigated (n=12), followed by the application of gamified techniques to
improve learning outcomes (n=9). Limited research attention has been devoted to examining: an
individual’s resultant behavior from gamified system use (n=5); an individual’s intention-to-use a
gamified system (n=4); and the success of a gamified system (n=1).
Analysis of the articles categorized into the user engagement theme highlighted that the predominant
research topics pertained to content generation (Li et al. 2012; Mutter et al. 2014; Mutter et al. 2015)
and user engagement in an organizational setting (Schacht et al. 2014; Suh 2015; Wu et al. 2015a).
Both Li et al. (2012) and Mutter et al. (2014) investigated the effect of gamified elements on
knowledge generation in online communities. Li et al. (2012) efforts focused predominantly on the
effects of badges and found that the awarding of badges associated with negative connotations
positively influenced user engagement. Furthermore Mutter et al. (2014) identified that immediately
prior to being awarded a badge the quantity of an individual’s contribution increased but the quality
decreased. Additionally Schacht et al. (2014) investigated how gamification influenced the
dissemination and utilization of knowledge within organizations. Whereas Lounis et al. (2014) and
Shang et al. (2013) examined how different gamification elements influenced the participation of
individuals. Similarly Thiebes et al. (2014) and Codish et al. (2014) both examined the antecedents of
user engagement. Thiebes et al. (2014) examined the impact of motivation in an organizational setting,
whereas Codish et al. (2014) analysed the perceived playfulness of the gamified system in and
educational environment. Alternatively Kankanhalli et al. (2012) detailed future research questions
that are yet to be examined in online user engagement literature. Additionally (Bui et al. 2015b)
performed a comprehensive literature review and identified a conceptual model of the short and long
term impacts of gamification with emphasis placed on user engagement.
One of the most notable contributions categorized in the learning theme was the utilization of design
science principles to formulate a gamified IT artefact referred to as Quick Quiz, which was designed
with the goal of enhancing student learning effectiveness (Cheong et al. 2013b). Through performing
surveys Cheong et al. (2013a) identified that the Quick Quiz had a positive influence on learning
effectiveness, engagement and enjoyment. Similarly El-Masri et al. (2015) also used design science
and developed seven design principles for a gamified learning platform. Other researchers identified
that gamification can make learning more enjoyable (Filippou et al. 2014), enhance learning
performance (Wu et al. 2014), and foster collaboration (Romero et al. 2012). Furthermore, drawing on
goal orientation literature Teh et al. (2013) proposed a conceptual model to facilitate lifelong learning.
In addition learning was not solely constrained to the context of tertiary education, it was also
examined in an organizational training context (Helms et al. 2015).
In total five articles were classified as actual behaviour. The articles typically examined how specific
gamification elements influenced a user’s behaviour. There were a broad range of behaviours
investigated including: exercise (Wu et al. 2015b; Yoganathan et al. 2014), health-related (Ewais et al.
2015), sustainable car sharing practices (Bui et al. 2015a), and innovative contributions (Hofferbert et
al. 2015). Yoganathan et al. (2014) drew upon cognitive load theory and proposed a conceptual model
where the social presence in the gamified fitness app influenced user engagement and cognitive load
which in turn influenced an individual to perform the physical activity.
Four publications examined an individual’s intention to use gamification. Two of which built upon the
Theory of Planned Behavior and examined the context of a gamified exercise service (Hamari et al.
2013; Kari et al. 2014). The third also extended the theory of planned behaviour and developed a
conceptual model which also incorporated the means-end chain model to explain how gamification
features influenced an individual’s intention to purchase products. Alternatively Cvijikj et al. (2015)
used the unified theory of acceptance and use of technology to explain an individual’s intention to use
a mobile application which consisted of gamified principles.
Only one publication examined the success of a gamified system, which is surprising as system
success has been a key domain of the IS discipline for the past three decades (Sedera et al. 2013). The
publication drew upon social cognitive theory to propose factors that would influence the success of a
gamified exercise service (Yoganathan et al. 2013). Interestingly no studies examined the success of
gamification in the context of an organizational environment. This finding may be indicative of the
rise of ubiquitous computing and that the notion of a user is transforming, yet it also highlights the
dearth of studies pertaining to gamification in the organizational context.
Articles were classified into the general theme when the reference to gamification was part of a larger
research project pertaining to a different phenomenon of interest. For example Wahle et al. (2014)
examined the adherence of individuals to treatments and emphasized that gamification services may
have a positive influence on adherence to treatments and success of interventions. Alternatively
Tilvawala et al. (2013) compared how digital natives2 and digital immigrants3 rated the importance of
different software functionalities in the organizational context and identified that both digital natives
and digital immigrants rated the entertainment aspects (associated with gamification) as not important.
2 Digital Natives are defined by Vodanovich et al. (2010) as “users who have grown up in a digital world” 3 Digital Immigrants are defined by Vodanovich et al. (2010) as “those who were not born into the digital world – they are
users of information systems who started using systems at some stage in their adult lives.
3.2 Gamification Design Elements Analysis
Kankanhalli et al. (2012) defined seven gamification design elements which are: (i) points, (ii) virtual
badges, (iii) leaderboards, (iv) levels and status, (v) quests and challenges, (vi) progression, and (vii)
viral loops (refer to table 2). Utilizing Kankanhalli et al. (2012) classification of gamification design
elements we analyzed the articles to uncover the elements that have been investigated (refer to figure
2). Unlike the classification of literature above where an article could only be classified into a single
category, an article could potentially discuss the impact of multiple design elements and therefore
could be categorized into more than one classification. Furthermore some articles may not have
specified a gamified design element and therefore would not be categorized.
Design Element Description
Points Users can earn different types of points by participation and performance
Virtual Badge Users can collect badges that visually indicate their achievements as they accomplish
specific tasks and missions
Leaderboard A leaderboard enables users to compare their own performance with others and
stimulates competition
Level and Status Level typically shows progress in the game. Level may be indicated by a numeric value or a
user’s status such as “novice” or “expert”
Quests and
Challenges
Quests and challenges guide users to perform pre-defined tasks. They help
inexperienced users to learn how to move forward
Progression A visual tool that displays the advancement of users and the remaining work to
reach a goal. It motivates users to accomplish a pre-determined goal
Viral Loop The steps a user goes through between entering the site to inviting the next set of new users.
In most social games, users can play better by inviting and working together with others
Table 2. Gamification Design Elements. Extracted from (Kankanhalli et al. 2012 p. 3)
“Gamification a New Paradigm For Online User Engagement”
Figure 2. Analysis of Game Design Elements
The most widely explored gamification design elements were points (n=20), followed by leaderboards
and virtual badges (n=16), progression (n=11), level and status (n=10), challenges and quests (n=9).
Our analysis only yielded one publication that pertained to the viral loop (n=0), which was actually
Kankanhalli et al. (2012) literature review. Whilst many scholars have analyzed the gamification
elements that were specified in Kankanhalli et al. (2012) research, Wu et al. (2014) have emphasized
the necessity of game dynamics such as self-expression and competition to prevent users from
becoming disinterested. Furthermore Shang et al. (2013) have identified a different set of motivational
design elements, which are: (i) coping-escape, (ii) fantasy, (iii) skill development, (iv) omnipotence-
power, (v) recreation, (vi) competition, and (vii) social activities and predicted them to positively
influence consumers’ purchase decisions in an online retail setting. At this stage, Shang et al. (2013)
research is still conceptual in nature, however it provides a novel approach to examining gamification.
Gamification design elements are central to not only the gamification system but also its potential
outcomes. Therefore it is surprising that seven articles did not focus on any particular element. Whislt
seven might seem like a small amount it actually represents twenty percent of this sample of
gamification publications.
3.3 Periodic Analysis: Publication Trends
In accordance with Google Trends gamification started experiencing interest in late 2010. Yet, in
figure 3 it is evident that gamification did not start receiving academic interest in the outlets examined
until 2012, in which only 4 publications were relevant. Since then the topic has received growing
interest with 7 articles being published in 2013, 10 articles in 2014, and 15 articles in 2015. Analysis
of Figure 4 highlights that the popularity of gamification articles has been increasing in a near linear
fashion. This clearly depicts the infancy of gamification literature and illustrates the necessity and
opportunity for future research to be performed.
Figure 3. Periodic Analysis of Publications
4 DISCUSSION: AREAS FOR FUTURE RESEARCH
Due to the limited amount of research in the IS discipline pertaining to gamification, the examination
of gamification provides a unique opportunity to conduct a wide variety of further research. It is
clearly evident that none of the key themes have reached saturation point. Thus more work could be
performed into investigating: (1) the impact of gamification on user engagement, (2) the way a users’
behavior changes with reference to gamification, (3) empirical evidence to substantiate the impact of
gamification on users, (4), gamification and motivational factors, (5) the use of gamification at
workplace to motivate users, (6) the impact of gamification on digital natives, and (7) an
organization’s decision to adopt gamification.
Furthermore analysis of the articles identified that most gamification studies have examined mobile
applications or alternative network application (e.g. chatrooms). However there was a lack of research
conducted on gamification of business processes in organizations using large and complex information
systems (e.g. Enterprise Resource Planning (ERP) systems). ERP systems are one of the key enablers
in technology business transformations. Gamification initiatives are gaining popularity in large
organizations, using ERP systems to drive some of the critical organizational decisions, with an aim to
engage and encourage users to achieve the desired outcomes (Mandot et al. 2013). Therefore future
research could also be targeted towards (8) gamification of ERP systems processes. The outcomes of
the gamification of ERP systems could also be (9) compared and contrasted with other system types,
which could help facilitate an organizations investment decision on what systems to gamify.
Whilst some research has compared and contrasted digital natives and digital immigrants. Additional
research could be performed into understanding (10) whether digital immigrants and digital natives
differ in their opinion of gamification, their intention to use gamified services, and the impact that
gamification provides them. Further research should also consider (11) the impact that gamification
has on different employee cohorts and user type.
Gamification design elements are fundamental to the concept of gamification. Whilst, most studies did
examine the gamification elements, in some cases they failed to play a substantial role in the formation
of hypothesis or propositions. Additional research should then be conducted into (12) how each game
element influences both motivational and behavioural outcomes. With this information organizations
will be able to develop more effective gamification strategies.
From a methodological standpoint, a substantial amount of the conference articles reviewed were
research-in-progress papers, therefore a number of the articles only presented conceptual frameworks
or preliminary findings as opposed to detailed empirical analysis. Whilst these conceptual
contributions are inherently valuable, there exists a huge opportunity to conduct empirical research to
advance the understanding of the domain.
5 CONCLUSION
This study has identified that both gamification and gamification in the workplace are emerging
research trends in the Information Systems discipline. In the 2008 to 2015 time period only 35 articles
pertained to gamification in leading IS conferences. Whilst a number of different conceptual
frameworks have been produced to explain the impact of gamification on user engagement, there is
still a lack of rigorous empirical evidence. In conducting this archival analysis we identified
substantial gaps in the literature that demand future research attention.
Most of the current research on gamification emphasizes the use of game elements and users’
motivational triggers. However it fails to explain how these factors interact. Additionally the current
literature lacks a framework that explains how the process of gamification can change human behavior
towards achieving a specific business objective.
This study identified eight articles that referred to gamification in an organizational context. This
highlights the need for further research to be conducted into examining gamification in the workplace.
It is an emerging trend for organizations to engage, train and motivate employees through the
utilization of gamification principles. However, very little has been performed in relation to research
in this area. This emerging trend will continue to grow therefore emphasizing a strong need to
investigate the factors and impacts related to this phenomenon.
This archival analysis will not only benefit academic research through the identification of research
trends and areas for future research, but will also benefit organisations. Organisations could use the
findings of the future research to design ways to motivate or train users by using gamification.
Organisations could then benefit by studying the impact of gamification on users in relation to their
performance in a particular area/task/process.
One limitation of this archival analysis is that the journals and conference proceedings investigated
were limited to solely to the Information Systems domain. With gamification being such a broad
reaching topic, we plan to extend this archival analysis to other disciplines, such as health, education,
and business.
In addition, we also plan to devote future research attention towards examining how the users’
behavior changes as a result of engaging with gamification principles. Specifically it is our objective
to further explore the influence of gamification in the context of complex information systems. In
doing so we will conduct empirical research to examine the contemporary organizational environment
by considering digital immigrants and digital natives.
6 APPENDIX
Appendix 1: Categorization of Articles
Reference Theme Context Gamification
Elements
Methodology
Act
ual
Beh
avio
ur
Inte
nti
on
to U
se
Lea
rnin
g
Su
cces
s
Use
r E
ng
agem
ent
Gen
eral
Ed
uca
tio
n
Ex
erci
se
Hea
lth
IS
On
lin
e C
om
mu
nit
y
On
lin
e R
etai
l
Org
aniz
atio
n
No
n-c
on
tex
t S
pec
ific
Lea
der
bo
ard
Lev
el a
nd
Sta
tus
Po
ints
Pro
gre
ssio
n
Qu
ests
an
d C
hal
len
ges
Vir
al L
oo
p
Vir
tual
Bad
ge
Oth
ers
Qu
anti
tati
ve
Qu
alit
ativ
e
Co
nce
ptu
al
Kankanhalli et al.
(2012)
X X X X X X X X X X
Li et al. (2012) X X X X X
Romero et al.
(2012)
X X X X X
Cheong et al.
(2013a)
X X X X X X
Cheong et al.
(2013b)
X X X X X X
Hamari et al. (2013) X X X X X X
Shang et al. (2013) X X X X
Teh et al. (2013) X X X X X
(Tilvawala et al.
2013)
X X X
Yoganathan et al.
(2013)
X X X X
Codish et al. (2014) X X X X X X X X
Filippou et al.
(2014)
X X X
Kari et al. (2014) X X X
Lounis et al. (2014) X X X X X X X X X X
Mutter et al. (2014) X X X X
Schacht et al. (2014) X X X X X X X
Thiebes et al. (2014) X X X X X X X X X X
Wahle et al. (2014) X X X
Appendix 1 Continued: Categorization of Articles
Reference Theme Context Gamification
Elements
Methodology
Act
ual
Beh
avio
r
Inte
nti
on
to U
se
Lea
rnin
g
Su
cces
s
Use
r E
ng
agem
ent
Gen
eral
Ed
uca
tio
n
Ex
erci
se
Hea
lth
IS
On
lin
e C
om
mu
nit
y
On
lin
e R
etai
l
Org
aniz
atio
n
No
n-C
on
tex
t S
pec
ific
Lea
der
bo
ard
Lev
el a
nd
Sta
tus
Po
ints
Pro
gre
ssio
n
Qu
ests
an
d C
hal
len
ges
Vir
tual
Lo
op
Vir
tual
Bad
ge
Oth
ers
Qu
anti
tati
ve
Qu
alit
ativ
e
Co
nce
ptu
al
Wu et al. (2014) X X X X X X X
Yoganathan et al.
(2014)
X X X
Bui et al. (2015a) X X X X X
Bui et al. (2015b) X X X X X X X X X
Cruz et al. (2015) X X X
Cvijikj et al. (2015) X X X X
Ernst et al. (2015) X X X X X
Ewais et al. (2015) X X X X X X
El-Masri et al.
(2015)
X X X X X
Helms et al. (2015) X X X X X X X
Hofferbert et al.
(2015)
X X X X X X X X X
Mutter et al. (2015) X X X X
Schlagenhaufer et
al. (2015)
X X X X X X
Suh (2015) X X X X X X X
Tomaselli et al.
(2015)
X X X X X X X
Wu et al. (2015b) X X X X X X
Wu et al. (2015a) X X X X
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