Abstract
Despite widespread adoption of gamification in business education, empirical evidence on its effectiveness remains fragmented and inconsistent. This meta-analysis synthesizes evidence from 27 empirical investigations to identify which factors most significantly influence intention to engage with gamified learning systems and how these factors translate into learning outcomes. The findings show that student satisfaction and perceived usefulness are the most consistent drivers of behavioral intention toward gamified learning systems. Enjoyment, ease of use, social influences, and general attitudes toward gamified experiences also play significant roles. Importantly, gamification also supports learning outcomes through mechanisms such as engagement, sustained focus, and positive learner disposition. These insights challenge simplistic applications of gamification and instead position it as a conditionally effective tool that requires thoughtful instructional design. For business educators, the findings offer practical guidance on when and how gamified systems are most likely to improve both motivation and academic performance. This study contributes to the ongoing development of evidence-based teaching in business education and lays a foundation for future research exploring long-term effects, learner differences, and diverse educational contexts.
Keywords
Introduction
Although electronic games have entered popular culture only within the past half-century, the underlying practice of structured play has been a part of human activity for millennia. Games and game-like activities have long served educational and developmental purposes (Dikcius et al., 2021). The commercial implications of this insight were highlighted by Holbrook et al. (1984), who demonstrated that promotional contests and other playful devices deepen interaction between firms and consumers by enabling participants to experience a personally engaging narrative rather than one-way communication. In modern marketing literature, this enrichment of ordinary transactions is captured by the concept of playful consumption (i.e., the hedonic layer added to utilitarian purchasing). Bauer et al. (2020) demonstrated that when brands incorporate quests, scoring systems, and narrative progression into retail experiences, customers allocate more cognitive resources to the offering and subsequently exhibit stronger brand attachment.
The migration of game mechanics from commercial settings into education reflected a similar logic. Business schools, long committed to experiential methods such as cases and simulations, recognized that digital platforms could intensify iterative decision-making and feedback loops. Early literature in this domain, such as Squire and Jenkins (2003), Gros (2007), and Bascoul et al. (2013), revealed that badges, narrative missions, and virtual economies stimulate analytic thinking while sustaining student motivation over extended periods. Gamification, typically defined as the structured application of points, leaderboards, progress bars, and immediate feedback to non-game contexts, creates cyclical opportunities for challenge, response and reflection. Zeybek and Saygı (2024) observed that the capacity to correct errors almost instantly encourages risk-taking while reducing anxiety, because penalties remain transparent and limited in scope. Complementary evidence from Lee and Hammer (2011) and Buckley and Doyle (2016) linked such mechanics to enhanced metacognitive monitoring. In essence, learners calibrate their effort through visible progress indicators, develop strategic flexibility in selecting tasks, and articulate judgments with greater precision, capabilities that align closely with data-driven managerial environments.
Despite widespread gamification in higher education, empirical findings on its motivational impact remain inconsistent. Surendeleg et al. (2014) synthesized early classroom experiments and concluded that game elements elevate motivation, involvement, and perseverance, particularly when mastery requires repeated practice. The optimism of those results contrasts with Hanus and Fox (2015), who tracked undergraduates across a 16-week communication course and reported that leaderboards and badge systems coincided with declines in satisfaction and intrinsic motivation. Turan et al. (2016) re-examined the issue in an information-technology module and found that carefully balanced competitive mechanics, combined with complex collaborative tasks, produced higher interest, greater involvement, and superior examination scores among students exposed to a gamified design.
These inconsistent findings represent a barrier to evidence-informed practice. When two studies using comparable game elements in similar educational contexts yield different effects on student motivation, educators and administrators lack guidance on whether and how to invest in gamification. Beyond documenting the inconsistency, existing literature syntheses have not adequately explained the factors driving these divergent outcomes. The divergence among studies raises questions about contextual contingencies and the factors that influence effective utilization and outcomes. Stott and Neustaedter (2013) emphasized that no universal blueprint exists for embedding playful mechanics within formal curricula; instead, instructors may benefit from diagnosing disciplinary constraints, access to technology, class size, and learner preferences before implementation. Rabah et al. (2018) echoed this caution, warning that pre-packaged solutions seldom align with content objectives or learner characteristics and can therefore disappoint if adopted uncritically. These conflicting results suggest that the presence or absence of gamification may not, in itself, be the determining factor; rather, underlying antecedents may drive and shape the observed outcomes. Thus, the conflicting evidence underscores a pressing need for systematic synthesis of the literature regarding the factors that influence outcomes.
To address these gaps, the research employs a meta-analytic approach, synthesizing evidence from 27 empirical investigations published in peer-reviewed journals since 2010. Using random-effects modeling to accommodate heterogeneity across studies, the analysis quantifies the pooled effects of key motivational factors, including perceived usefulness, satisfaction, enjoyment, ease of use, and social influences, on both behavioral intention toward gamified learning systems and learning-related educational outcomes. The research, therefore, aims to (a) identify and quantify the antecedents that drive behavioral intention to engage in gamified activities within business education; (b) identify and quantify the antecedents that influence learning outcomes associated with gamified activities, clarifying which factors contribute to tangible educational gains; and (c) provide a practical framework for integrating effective gamification elements into business education. The resulting model provides clear guidance for instructors on where to concentrate design effort, for administrators weighing the pedagogical returns on investment in gamification software and tools, and opens avenues for future research that explores the elements under which gamification succeeds or fails.
Background and Context
The Conceptual Foundation of Gamification in Education
Modern understandings of gamification are rooted in digital media and in the use of game design elements to strengthen engagement, participation, and user experience across non-game settings, including organizational and educational contexts (Berger et al., 2018; Dikcius et al., 2021; Matallaoui et al., 2017). In this regard, Deterding et al. (2011) define gamification as the use of game design elements in non-game contexts, whereas Seaborn and Fels (2015) describe it as the selective incorporation of game elements into an interactive system without producing a full game. Although these definitions differ slightly in emphasis, both treat gamification as the integration of selected game-like features into an existing activity rather than the creation of a complete game.
In educational settings, gamification is therefore best understood as the integration of mechanics such as points, badges, leaderboards, feedback, progress indicators, and narrative framing into teaching and learning processes. Prior work suggests that such features can increase motivation, sustain engagement, and stimulate interest across service and organizational settings (Mulcahy et al., 2021). Related studies similarly report that game-like features can influence behavior and encourage more effective task completion in workplace contexts (Gnauk et al., 2012; Herzig, Ameling, & Schill, 2012; Herzig, Strahringer, & Ameling, 2012). These broader findings help explain why gamification has attracted growing attention in education, but they do not simply imply that educational outcomes automatically improve once game elements are introduced.
Games Versus Gamification
Conceptual clarity also requires distinguishing games from gamification. McGonigal (2011) identifies four conditions associated with games: goals, rules, feedback systems, and voluntary participation. In classroom contexts, however, voluntary participation is often less clear because students may encounter gamified tasks as part of required coursework. For this reason, McGonigal’s framework more accurately describes games as autonomous systems, whereas gamification operates within institutional, curricular, and assessment constraints. Nah et al. (2013) likewise identify goal orientation, achievement, reinforcement, competition, and fun orientation as common characteristics associated with gamification. Yet these are better understood as mechanics or motivational properties than as defining criteria that distinguish gamification from other instructional strategies.
This distinction is important because the introduction of game mechanics does not automatically create the psychological conditions associated with play. In educational settings, students may be required to participate even when the experience is framed as playful. Consequently, the effectiveness of gamified learning depends on both the mechanics themselves and on how instructors manage the tension between structured participation and perceived autonomy. Matallaoui et al. (2017), drawing on Caillois (1961), similarly distinguish between paida, or unstructured play, and ludus, or rule-bound gaming. In contemporary organizational and educational settings, gamification more closely resembles ludus because it operates through explicit rules, boundaries, and performance structures.
Building on this distinction, it is also important to clarify the level at which gamification is examined in this study. For the purposes of this research, behavioral intention is conceptualized primarily at the student level, reflecting responses to gamified learning systems such as intention to use, continuance intention, and preference for use. In this context, it is useful to distinguish between implementation and response. Gamification is typically implemented by instructors, course designers, or institutions, whereas much of the empirical literature examines how students experience and respond to these systems. Accordingly, students are not adopters in the same sense; rather, they are participants whose behavioral intentions reflect acceptance, continued use, or preference for gamified learning environments. At the same time, the empirical literature does not always clearly distinguish between these levels, particularly in studies examining intention, acceptance, continued use, and preference for use.
Theoretical Foundations and Scope
Self-determination theory (SDT; Ryan & Deci, 2000) is most useful here for explaining student-level motivational responses to gamified learning environments. SDT distinguishes between intrinsic and extrinsic motivation and helps clarify why some gamified experiences generate only short-term participation while others support more sustained engagement. AlMarshedi et al. (2017) note that understanding the distinction between intrinsic and extrinsic motivation is important for explaining the gamification process and user involvement. Hamari et al. (2014) and AlMarshedi et al. (2017) suggest that both forms of motivation can be activated through gamified systems. In educational settings, however, SDT is better interpreted as explaining how students respond to game elements after gamification has been implemented, rather than as explaining instructor implementation decisions themselves.
Furthermore, social cognitive theory (SCT) provides another lens for how students regulate their behavior within gamified environments. Bandura (1991) identifies self-monitoring, self-evaluative processes, and self-motivation as central regulatory functions that shape performance and persistence. In the education context, these processes help explain why feedback, visible progress indicators, repeated practice, and opportunities for improvement can support engagement in gamified activities. Students who can monitor progress, interpret performance, and adjust their effort may be more likely to remain engaged and pursue higher targets. In this sense, SCT helps explain how gamified feedback structures shape learner persistence and self-regulation (Bandura, 1991; Schunk & DiBenedetto, 2020).
Moreover, the Technology Acceptance Model (TAM; Davis et al., 1989) is more directly relevant to the acceptance of the gamified system or tool itself. TAM emphasizes perceived ease of use and perceived usefulness, both of which are relevant when users evaluate whether a gamified learning system is worth using. In educational contexts, perceived ease of use concerns the extent to which a gamified system can be navigated without excessive effort or technical difficulty, whereas perceived usefulness concerns whether the system is seen as improving learning, performance, or skill development. Valencia and Duque (2023) relate these dimensions to teachers’ perceptions of serious games in higher education, whereas Bayır and Akel (2024) discuss the broader relevance of TAM in gamified technology use. In this research, TAM is used to explain acceptance of gamified tools and systems, whereas SDT and SCT explain the motivational and self-regulatory processes through which those tools may affect students after implementation.
While the current analysis emphasizes technology-mediated gamification applications, it is important to note that gamification is not exclusively a digital phenomenon. Game elements such as points, badges, leaderboards, narrative structures, and feedback systems can be embedded in face-to-face learning through manual tracking systems, paper-based progress indicators, competitive activities, and storytelling. The theoretical principles governing the effectiveness of gamification, concerning motivation, engagement, and learning outcomes apply to both technology-based and non-technology contexts. However, this meta-analysis primarily synthesizes empirical studies that employ digital or technology-enhanced gamification, reflecting the current state of the literature. Future research should explicitly examine non-technology gamification implementations to test whether the motivational and outcome patterns identified in this study generalize across delivery modalities.
Why Contradictory Findings Exist
Gamification has experienced sustained growth across various industries since the early 2010s (Caponetto et al., 2014; Rueckert & Griffin, 2022) and has also seen increasing use in education (Ashley, 2019; Robson, 2019). Dicheva and Dichev (2015) define gamification in education as the introduction of game elements and gameful experiences into the design of learning processes. Although many studies report positive effects on engagement and motivation, the literature has not been uniformly favorable (Rabah et al., 2018). Rather than indicating that gamification is inherently effective or ineffective, these mixed results suggest that outcomes depend on how gamification is designed, implemented, and experienced.
The contrast between Hanus and Fox (2015), who documented decreases in motivation and satisfaction, and researchers reporting more positive motivational effects (Hamari et al., 2014; Manzano-Leon et al., 2021) reflects systematic differences in implementation rather than fundamental limitations of gamification itself. Four issues appear especially relevant. First, design quality and alignment with instructional goals matter. Gamification that clearly maps learning objectives to game mechanics is more likely to yield gains in engagement and motivation, whereas generic point-and-badge systems disconnected from course content may lead to disengagement. Second, student expectations and perceptions of autonomy matter. When gamification is framed as central to learning, and when students perceive meaningful choice in how they engage, improvements in motivation are more likely. Conversely, perceived coercion or externally imposed mechanics may undermine intrinsic engagement (Deci & Ryan, 1985). Third, technological readiness and ease of use matter. If a gamified tool requires substantial technical troubleshooting, students may be distracted from the learning content. Fourth, the intervention’s design philosophy is important. Nicholson’s (2013, 2014) distinction between reward-based gamification and meaningful gamification appears relevant in this context. Reward-based systems emphasize points, badges, and leaderboards, whereas meaningful gamification places more emphasis on reflection, choice, information, play, exposition, and engagement. The latter is more likely to produce sustained motivational benefits when students perceive a meaningful connection between game elements and learning goals.
This interpretation also helps explain why earlier studies have reported different outcome patterns. Berkling and Thomas (2013), for example, found that gamification did not improve motivation and that students preferred traditional teaching methods. Brewer et al. (2013) and de Freitas and de Freitas (2013) suggest that gamification may increase motivation, engagement, and task completion only when sufficiently valued rewards are attached to it. Barata et al. (2013) and Todor and Pitic (2013) found that gamification increased participation and attendance but did not assess grades or broader academic achievement. By contrast, Raymer (2013) and Robson (2019) emphasize the importance of timely and consistent feedback in sustaining engagement and improving academic performance. These studies indicate that contradictory findings arise less from the presence of gamification itself than from differences in alignment, feedback quality, reward structure, autonomy support, and contextual implementation.
Huang and Soman (2013) have proposed a five-step process for implementing gamification in education. These steps include understanding the target audience and context, defining learning objectives, structuring the experience, identifying resources, and applying gamification elements, which helps explain why some interventions are more effective than others. In particular, effective design requires a reasonable understanding of learner variation, prior knowledge, and support needs. It does not require instructors to know each student’s competence and ability in exhaustive detail. Rather, instructors need enough insight into student needs and course demands to calibrate challenge, feedback, and progression appropriately (Huang & Soman, 2013; Miller, 2013; Rueckert & Griffin, 2022, p. 93).
A similar point applies to the mechanics discussed by Nah et al. (2014). Points, levels, badges, leaderboards, prizes, progress bars, storyline, and feedback should not be treated here as a stand-alone how-to framework. Instead, they are better understood as recurring design features in the literature that may help explain why some gamified interventions produce stronger outcomes than others. Prior studies suggest that such mechanics can increase motivation, participation, and perceived progress under appropriate conditions (Nah et al., 2014; Santos et al., 2013). However, their effects depend on how they are aligned with learning goals, how feedback is delivered, and whether they are experienced as meaningful rather than controlling (Brewer et al., 2013; Jaskari & Syrjälä, 2023; Raymer, 2013). In this sense, the mechanics themselves are not the explanation for effectiveness; the design logic that governs their use is.
Methodology
Article Inclusion
In this study, we conduct an exploratory meta-analysis to identify the factors that motivate students to engage in gamification within business education. Specifically, we focus on the elements influencing behavioral intentions and learning outcomes. In examining the motivational drivers of student engagement with gamified learning systems in higher education contexts, a meta-analytic approach is chosen for multiple reasons (Paul & Barari, 2022). First, the heterogeneous implementation of gamification across institutions, characterized by varying mechanics, dynamics, and aesthetic elements, demands systematic synthesis to elucidate consistent patterns of engagement behavior. Second, given that student participation represents a complex psychological construct influenced by both individual differences and environmental contingencies, meta-analysis enables the integration of disparate theoretical frameworks and empirical findings to construct a more novel understanding of these behavioral antecedents. This methodological approach facilitates the identification of significant effect patterns and implementation variables that may influence engagement outcomes (Paul & Barari, 2022).
Employing a meta-analysis provides a structured approach for organizing the existing body of research, offering clear insights for enhancing educational design and implementation (Paul & Barari, 2022). The selection process uses the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) framework to maintain transparency and methodological quality (Page et al., 2021). The goal was to assemble empirical evidence on gamification, game-based learning, or edutainment in business and management instruction. Two multidisciplinary databases (i.e., Scopus and Web of Science [WoS]) were chosen because they index a wide range of journals in social sciences, education, and business management (Mongeon & Paul-Hus, 2016; Pranckutė, 2021). The search string employed Boolean operators, specifically: (“gamification” OR “game” AND “learning” OR “edutainment”) AND (“Business education” OR “Management education”). The initial search produced 3,208 items (1,275 from Scopus, 1,933 from WoS). Subject-area filtering eliminated works unrelated to business or education (e.g., engineering, health care), leaving 1,603 records. Further filtering removed publications not classified as journal articles (e.g., conference proceedings, book chapters), narrowing the set to 747. Automated systems and manual cross-checking eliminated duplicates, resulting in 347 unique articles.
Data Selection and Screening Protocol
Two independent reviewers screened all 347 abstracts using a standardized screening template to assess alignment with the research objective. The screening template contained explicit inclusion and exclusion criteria (detailed below), operationalized as a decision tree to ensure consistent application. Abstracts were excluded that (a) dealt with non-business educational environments (e.g., K–12, health care), (b) lacked empirical data (e.g., purely theoretical or opinion-based works), or (c) focused on gamification in contexts other than education (e.g., consumer marketing, organizational training). The decision rules for these categories were as follows: (a) non-business educational environments: Any study explicitly identifying participants from K–12 schools was excluded. Studies from business schools, management departments, relevant to management, or MBA programs were included. (b) Lack of empirical data: Conceptual papers, opinion pieces, literature reviews not presenting new empirical findings, and theoretical frameworks without data were excluded. Studies containing at least descriptive statistics, hypothesis tests, or qualitative findings were included. (c) Non-educational gamification contexts: Studies applying gamification to consumer retail, employee engagement programs, or app development without an explicit learning objective were excluded. Studies embedding gamification into formal or informal educational settings (courses, online modules, training programs) were included.
This step reduced the pool to 50 articles. A subsequent full-text review, again conducted independently by two reviewers using a full-text assessment form, excluded those that (a) did not explicitly measure learning outcomes (e.g., engagement, knowledge retention, academic performance, or skill acquisition), or (b) employed inadequate methodological rigor (e.g., ambiguous or unreported sample sizes, no statistical analysis, or missing outcome data). Discrepancies between reviewers at both the abstract and full-text stages were documented and resolved through a two-step consensus protocol: (a) Both reviewers independently noted instances of disagreement, documenting their decision rationale against the explicit coding framework and decision rules on a separate disagreement log. (b) Disagreements were discussed collaboratively in a structured meeting, with each reviewer presenting their evidence and interpretation. Both reviewers consulted the original study texts to verify their assessments. When consensus could not be reached through discussion, the reviewers applied a predetermined tiebreaker rule, re-evaluating the study against the most stringent criterion. For example, if one reviewer determined a study lacked sufficient outcome data and the other did not, the study was excluded. This conservative approach ensured only high-confidence inclusions entered the final dataset. This process resulted in 27 articles that satisfied all inclusion criteria. All 27 articles were retained for full data extraction. In addition to the database searches, we conducted forward and backward citation searches on the included studies to ensure coverage of relevant literature and found no new articles to include. Table 1 provides a summary of the inclusion and exclusion process.
The Process of Inclusion/Exclusion.
Data Extraction and Operationalization Framework
A standardized data extraction template was developed prior to extraction to document key information from each selected study (the appendix). The template was designed to capture both study characteristics and quantitative relationships between constructs, allowing for consistent meta-analytic aggregation. The extraction template contained 14 distinct fields organized across three functional categories. The first category captured study identifiers and descriptive information: study ID number (for tracking and reference), publication year, full article title, author names, and abstract (for contextual reference during analysis). These fields ensured each record could be traced back to its source and provided foundational context for interpretation.
The second category documented context and sample characteristics. The type of student was coded as “Undergraduate,” “Graduate,” or “NA” (Not Available/Not Specified), capturing the educational level of participants to enable subgroup analysis if possible. Context was recorded as a brief narrative description of the learning setting (e.g., “online learning in business statistics course,” “face-to-face gamified quiz in management class,” “business simulation game in product design course”), providing qualitative context for interpreting effect sizes. Country recorded the geographic location where the study was conducted (e.g., Brazil, United States, Spain, Malaysia). The theoretical framework documented the theory explicitly cited by the authors (e.g., TAM, SDT, Unified Theory of Acceptance and Use of Technology), coded as “NA” if not specified. The sample size recorded the total number of participants in the study.
The third category captured data on effect size and relationships. The effect size was recorded as the correlation coefficient, representing the strength and direction of the relationship between the independent and dependent variables. When studies reported multiple relationships, each relationship was extracted as a separate row in the template. IV (Independent Variable – Original Label) preserved the exact construct name used by the study authors (e.g., “Perceived Enjoyment (ENJ),” “Challenge (CH),” “Attitude toward innovation (IA)”), maintaining transparency. IV1 (Independent Variable – Standardized Category) represented the standardized construct category assigned based on conceptual alignment (described below). DV (Dependent Variable – Original Label) preserved the exact construct name used by the study authors (e.g., “Behavioral Intention (BI),” “Learning effectiveness (EP),” “Satisfaction (SAT)”). DV1 (Dependent Variable – Standardized Category) represented the standardized construct category assigned based on conceptual alignment. This dual-coding approach, which preserves both original labels and standardized categories, ensures that the extraction process remains consistent with the primary studies. Readers can trace categorization decisions, and studies measuring conceptually similar constructs using different terminologies can be aggregated appropriately in the meta-analysis.
To ensure systematic and consistent coding across the 27 studies, operational definitions were developed for each standardized construct category. These definitions guided the categorization of original variables into standardized categories (IV1 and DV1 fields) as shown in the appendix. For instance, perceived usefulness was defined as learners’ belief that the gamified tool enhances their learning performance, skill development, or academic achievement. Studies were coded as “Perceived usefulness” when authors explicitly measured constructs labeled as “perceived usefulness,” “performance expectancy,” “perceived utility,” “functional benefits,” or “learning value.” For example, “Performance Expectancy (PE)” was mapped to perceived usefulness, as were constructs labeled “Perceived usefulness (PU).” Perceived ease of use was defined as learners’ assessment of the effort required to use the gamified tool, encompassing both the simplicity of navigation and technical accessibility. This category included studies measuring “perceived ease of use,” “effort expectancy,” “ease of learning,” or reverse-coded measures of “difficulty in using technology.” For instance, “Effort expectancy (EE)” was coded as perceived ease of use, as was “Difficulty in using technology (DUT).” Table 2 provides a summary of the operationalization framework.
Operationalization Framework.
When construct labels were ambiguous or novel, explicit decision rules guided categorization. First, reviewers consulted the study’s measurement items. If the abstract was insufficient, both reviewers examined the methods section to identify the actual scale items used. For example, if “motivation” was measured using items about “enjoying the task,” it was coded as “Perceived enjoyment” based on the measurement content rather than the label alone. Second, for constructs that did not clearly align with any standardized category, a conservative approach was applied. These constructs were coded using the closest conceptual match, with both reviewers discussing and documenting the rationale. For example, “perceived utility” was coded as a form of perceived usefulness based on its measurement items, which addressed learning value. Third, when studies reported multiple independent–dependent variable relationships, each relationship was extracted as a separate row. In such cases, all other study characteristics (sample size, country, context, theoretical framework) were repeated across rows to maintain data integrity and allow accurate weighting in meta-analytic calculations.
Analysis
Our methodological approach adheres to established protocols and best practices for conducting meta-analyses in management science (Borenstein et al., 2010; Cooper et al., 2019; Fares et al., 2024, 2025). Given the nature of engagement behavior as a psychological construct exhibiting directional relationships with antecedent variables, we selected correlation coefficients (r-family) as our primary effect size metric. This choice was informed by their bounded nature (−1 to +1) and inherent directionality, properties that are particularly advantageous for synthesizing behavioral research in management contexts, especially when examining psychological constructs and their relationships with engagement outcomes (Fares et al., 2024). The standardized nature of correlation coefficients also facilitates meaningful cross-study comparisons while controlling for measurement scale variations across primary studies.
In conducting the meta-analysis, we have utilized the Comprehensive Meta-Analysis (CMA) software (Borenstein, 2022). Each correlation was converted to Fisher’s z-values to stabilize variance and facilitate the normality assumptions required by meta-analytic techniques, then transformed back to correlations to aid interpretability (van Aert, 2023). The sample size, independent variables, and dependent variables were extracted, and a random-effects model was chosen to accommodate potential variability across different study settings (Borenstein et al., 2021). Confidence interval ranges (upper limit and lower limit) indicate the precision of each summarized effect. Heterogeneity was assessed using the Q-value, which detects whether variations exist among effect sizes, and the I2 statistic, which indicates the proportion of genuine variability relative to random error (Borenstein et al., 2017). The prediction interval was also reported to reflect possible dispersion in actual effects, further highlighting the degree of heterogeneity (Borenstein et al., 2017). Publication bias was assessed through the fail-safe N, which gauges the number of unpublished or null findings required to negate the observed results (Orwin, 1983), and the trim-and-fill procedure, which identifies possible missing studies that could adjust the meta-analytic estimates (Duval & Tweedie, 2000). The findings illustrate that relationships such as attitude to behavioral intention, gamification elements to engagement, and perceived usefulness to satisfaction exhibit varying levels of effect sizes, with the degree of heterogeneity suggesting that different contexts, implementation practices, and measurement approaches influence the outcomes reported.
Findings
The meta-analysis examined two broad domains: (a) factors associated with behavioral intention toward gamified learning systems and (b) mechanisms linking gamification to learning-related educational outcomes. The first domain is composed primarily of student-level studies examining intention to use, continuance intention, preference for use, and related acceptance-oriented responses, while also including a small number of teacher-focused intention studies. Accordingly, this domain is interpreted as reflecting acceptance-related behavioral intention toward gamified systems rather than a single uniform form of adoption. The second domain is more consistently student-facing, although it includes a broader set of learning-related educational outcomes, such as perceived learning, learning effectiveness, participation, learning motivation, and related educational responses. Table 3 maps out the detailed findings of the meta-analysis, and Table 4 provides an interpretation of the key findings.
Meta-Analysis Findings.
Note. IV: independent variable, DV: dependent variable, N: number of items, r: effect size, LL: lower limit, UL: upper limit, PI: prediction interval, FSN: fail-safe N, K: number of missing studies required to nullify the observed effect.
Meta-Analysis Interpretation.
Predictors of Behavioral Intention Toward Gamified Learning Systems
The findings show that several key factors significantly influence behavioral intention toward gamified learning systems (Figure 1). Among these factors, satisfaction with the gamified learning experience emerged as one of the strongest predictors of intention. Satisfaction had a positive and significant effect on behavioral intention (r = .414, p < .001), indicating that users who found the gamified system satisfying were much more likely to report intention to use, continue using, prefer, or reuse it (Kashive & Mohite, 2023; Roslan et al., 2023a, 2023b). A closely related determinant was perceived usefulness, which refers to the extent to which users believe the system will enhance learning or performance. Perceived usefulness had a positive association with intention (r = .372, p < .001). This suggests that when users perceive clear educational value in a gamified system, their willingness to engage with it is strengthened (Kashive & Mohite, 2023; Othman et al., 2023; Valencia & Duque, 2023).

Antecedents of behavioral intention.
Users’ attitude toward the gamified system also showed a significant positive relationship with behavioral intention (r = .314, p < .05) (Aguiar-Castillo et al., 2020; Kashive & Mohite, 2023; Ofosu-Ampong et al., 2020). In other words, a more positive overall evaluation of the system was associated with greater intention to use or continue using it. Although this effect was statistically significant, its magnitude was more moderate than those of satisfaction and perceived usefulness, suggesting that favorable attitudes matter but are less decisive than perceived value and experiential satisfaction.
Furthermore, perceived enjoyment was also a strong predictor of behavioral intention (r = .312, p < .001), suggesting that the pleasure derived from the gamified experience can translate into greater willingness to use the system (Adukaite et al., 2017; Roslan et al., 2023b; Udeozor et al., 2023). Perceived ease of use had a smaller but still significant positive effect (r = .216, p < .05), indicating that systems that are easier to navigate and operate tend to elicit higher intention to use (Ofosu-Ampong et al., 2020; Othman et al., 2023; Roslan et al., 2023a). While this effect size is lower than those of satisfaction or usefulness, it confirms that usability remains an important enabling condition. Social factors also had a significant positive effect on behavioral intention (r = .246, p < .05). These include peer encouragement, social expectations, and competitive or collaborative dynamics associated with the gamified system (Aguiar-Castillo et al., 2020; Ofosu-Ampong et al., 2020; Roslan et al., 2023a). Their influence was moderate, but still meaningful.
The findings suggest that satisfaction had the strongest association with behavioral intention, followed by perceived usefulness. Attitude and perceived enjoyment had moderate effects, whereas perceived ease of use and social factors had weaker but still statistically significant effects. This pattern indicates that positive acceptance-related responses are shaped less by novelty alone than by whether the system is experienced as useful, satisfying, and worth continued engagement.
Pathways Supporting Acceptance-Related Intention
Beyond these direct predictors of behavioral intention, the findings also highlight how gamification design features may support intention indirectly by enhancing satisfaction. The inclusion of gamification elements, such as points, badges, or leaderboards, had a significant positive effect on engagement (r = .314, p < .001), suggesting that well-designed game mechanics can stimulate active involvement in the learning experience (Dick & Akbulut, 2020; Murillo-Zamorano et al., 2023; Wei et al., 2022). Gamification elements also had a smaller but significant positive effect on satisfaction (r = .156, p = .049), indicating that such mechanics can enhance users’ evaluations of the learning experience when implemented effectively.
Moreover, perceived usefulness also had a significant positive effect on satisfaction (r = .328, p < .001), indicating that users who see a gamified system as educationally valuable are also more likely to feel satisfied with it (Kashive & Mohite, 2023; Roslan et al., 2023a, 2023b). By contrast, the relationships between engagement and perceived usefulness (r = .111, p = .342) and between engagement and satisfaction (r = .344, p = .075) were not statistically significant in the pooled analysis. These results suggest that engagement alone does not necessarily translate into stronger perceptions of usefulness or satisfaction across studies. The findings indicate that gamified systems appear more likely to generate positive intention when they are perceived as useful and satisfying, and when their game mechanics support meaningful rather than superficial involvement.
Mechanisms Linking Gamification to Learning-Related Educational Outcomes
The second broad domain examined the extent to which gamification and related psychological mechanisms were associated with learning-related educational outcomes. Within this domain, attitude showed the strongest positive effect (r = .521, p = .009), indicating that more favorable evaluations of the gamified experience were associated with stronger learning-related outcomes (Dick & Akbulut, 2020; Silva et al., 2021). Engagement also demonstrated a strong positive effect (r = .460, p < .001), suggesting that active and sustained involvement in the learning process is closely associated with stronger educational outcomes (García-López et al., 2023; Signori et al., 2018).
In addition, flow showed a significant moderate positive effect on learning-related outcomes (r = .283, p = .001), supporting the view that immersion in tasks that are challenging yet manageable can contribute to stronger learning processes (Buil et al., 2018; Wan et al., 2021). Gamification elements also had a significant, though smaller, direct effect on learning-related outcomes (r = .228, p = .012), suggesting that game mechanics can support learning when they are tied to meaningful instructional purposes (Dick & Akbulut, 2020; Murillo-Zamorano et al., 2023; Wei et al., 2022). By contrast, perceived enjoyment did not show a statistically significant pooled relationship with learning-related outcomes (r = .201, p = .277), indicating that enjoyment alone may not be sufficient to improve educational performance across contexts.
Our findings suggest that learning-related outcomes are more strongly associated with attitudinal, motivational, and engagement-based mechanisms than with enjoyment alone. The pattern also reinforces the broader lens of this review: gamification appears most effective when it supports meaningful engagement, positive evaluation, and sustained involvement in learning tasks rather than relying only on surface-level entertainment.
Discussion
The findings indicate that gamification in business education can influence both acceptance-related responses regarding gamified learning systems and learning-related educational outcomes, but only when it is implemented in ways that align with users’ cognitive evaluations, affective responses, and learning needs. It is important to distinguish between instructor-level implementation and user-level response. Instructors adopt or implement gamification within a course, whereas students and other end users respond to those gamified environments through perceptions of usefulness, satisfaction, enjoyment, engagement, and behavioral intention. This distinction is especially important in interpreting the first domain of the meta-analysis, which included primarily student-level studies of intention to use, continuance intention, preference for use, and reuse intention, along with a smaller number of teacher-focused intention studies. Accordingly, the strongest effects in this domain are best interpreted as predictors of positive acceptance-related responses toward gamified systems rather than as a single uniform form of adoption.
One of the most consistent findings is that satisfaction is a strong predictor of behavioral intention toward gamified learning systems. This extends earlier observations by Kashive and Mohite (2023) and Roslan et al. (2023a, 2023b) by showing that satisfaction is not simply a by-product of enjoyment; rather, it emerges when users perceive progress, receive recognition, and see value in the activity. This interpretation aligns with Bandura’s (1991) account of self-monitoring and self-regulation, according to which learners are more likely to persist when they can observe meaningful achievement and understand their trajectory. Perceived usefulness also emerged as a central factor. Users are more likely to engage with gamified systems when they believe those systems improve learning, understanding, or future performance, which is consistent with Othman et al. (2023), Valencia and Duque (2023), and Bayır and Akel (2024). This pattern also aligns with the TAM (Davis et al., 1989), in which usefulness often plays a stronger role than usability alone in shaping continued use.
Moreover, enjoyment and attitude also contributed positively to behavioral intention, although their effects were more modest. Enjoyment appears most beneficial when paired with structure, meaningful challenge, and informative feedback rather than functioning solely as entertainment (Adukaite et al., 2017; Udeozor et al., 2023). Similarly, attitude toward gamified learning seems to reflect broader evaluations of relevance and value rather than simple positivity (Aguiar-Castillo et al., 2020; Ofosu-Ampong et al., 2020). Usability was likewise supported as an important, though not sufficient, condition for success. Consistent with Roslan et al. (2023a) and Ofosu-Ampong et al. (2020), accessible and user-friendly systems reduce friction and allow users to focus on course tasks rather than on technical difficulties.
Furthermore, social influences also played a moderate role in shaping behavioral intention, corroborating findings from Aguiar-Castillo et al. (2020) and Roslan et al. (2023a). Peer norms, collaboration, and competition may strengthen motivation when implemented in ways users perceive as fair and constructive. However, Leclercq et al. (2020) caution that poorly calibrated competition or unfair comparison can discourage participation. Our findings therefore support a balanced interpretation: social and competitive mechanics may be effective, but only when structured to avoid demotivation among lower-ranked or more anxious participants. We also found that gamification design features may indirectly support positive acceptance-related responses. Gamification elements had a significant positive association with engagement, and they also had a smaller but significant relationship with satisfaction. This suggests that well-designed mechanics can support involvement and positive evaluation, but their effects are not automatic. Likewise, perceived usefulness had a significant positive association with satisfaction, reinforcing the idea that educational value and positive experience are mutually reinforcing. By contrast, the pooled relationships between engagement and perceived usefulness and between engagement and satisfaction were not statistically significant. This indicates that engagement alone does not consistently translate into stronger evaluations of a system across studies. In practical terms, gamified learning systems are more likely to generate continued use when users see them as both worthwhile and satisfying, rather than merely attention-grabbing.
In addition to shaping acceptance-related responses, gamification also showed positive associations with learning-related educational outcomes. Attitude was again relevant, as users who evaluated the experience positively were more likely to report stronger learning-related outcomes (Dick & Akbulut, 2020; Silva et al., 2021). Engagement showed similarly strong associations, suggesting that active and sustained involvement in learning tasks supports deeper performance gains (García-López et al., 2023; Signori et al., 2018). Flow, although less pronounced in its effect, was also an important factor. As Buil et al. (2018) and Wan et al. (2021) suggest, immersion in challenging yet manageable tasks can support persistence and cognitive processing. Finally, gamified features themselves, including points, badges, and feedback mechanisms, were positively related to learning-related outcomes when they were tied to meaningful instructional purposes (Dick & Akbulut, 2020; Murillo-Zamorano et al., 2023; Wei et al., 2022). At the same time, the nonsignificant pooled effect for perceived enjoyment indicates that enjoyment alone is not sufficient to influence stronger learning-related outcomes across contexts.
To translate these insights into actionable guidance, Table 5 presents a framework of design domains that is grounded directly in the meta-analytic findings presented in Tables 3 and 4 and Figures 1 and 2. Each of the five design domains is operationally tied to specific effect sizes from the 27 empirical investigations examined, ensuring that recommendations reflect empirically derived relationships. Table 5, thus, serves as a bridge between the quantified evidence and practical implementation strategies. The design domains synthesize both meta-analytic findings and established theoretical frameworks to create integrative guidance. Importantly, while this meta-analysis prioritized studies employing technology-mediated gamification, reflecting the state of current literature, the design principles articulated in each domain are not inherently technology-dependent. All five domains can be applied to technology-based implementations, traditional face-to-face approaches with manual systems, or hybrid configurations. In Table 5, some of the factors were combined based on theoretical and empirical interrelations that reflect their combined influence on motivation and learning outcomes. Satisfaction and feedback were grouped because feedback mechanisms directly generate learner satisfaction by enabling self-monitoring and progress awareness, as per Bandura’s (1991) SCT. Perceived usefulness was kept separate due to its distinct role in aligning gamification design with learning goals, supported by strong empirical effects. Social and competitive elements were combined to capture social motivational dynamics, whereas flow and engagement were grouped to represent immersive experiences and the skill-challenge balance crucial for effective learning.
Key Design Considerations for Effective Integration of Gamification in Business Education.

Drivers of Educational Outcomes.
This framework reinforces the view, supported throughout the analysis, that gamification is not inherently effective or ineffective; it is conditionally effective. When designed to align with student expectations, pedagogical goals, and instructional realities, gamification supports both motivation and learning. Conversely, poorly implemented systems such as those that prioritize novelty over alignment or competition over competence may backfire, confirming prior warnings from Hanus and Fox (2015), Berkling and Thomas (2013), and Barata et al. (2013).
Limitations and Future Directions
While this research offers valuable insights into the motivational antecedents and educational outcomes of gamification in business education, several limitations must be acknowledged. First, the relatively small number of eligible studies (N = 27) limits the statistical power and generalizability of the findings. Many primary studies relied on convenience sampling within single institutions, often without longitudinal designs, which constrains the robustness of conclusions about causality or long-term impact. This is particularly important given the dynamic nature of learner motivation and the possibility that initial engagement effects may dissipate over time. To address these concerns, we recommend that future meta-analyses prioritize the inclusion of studies employing random or stratified sampling designs and incorporating multiyear longitudinal follow-up periods to validate whether observed effects persist or diminish over extended timeframes.
Second, the analysis revealed high heterogeneity (I2 > 70% for most constructs), suggesting significant variability in the contexts, gamification designs, and measurement approaches used across studies. While the random-effects model accounts for some of this variability, the underlying causes remain underexplored. Differences in disciplinary focus, delivery mode (online vs. in-person), cultural norms, subject area (business vs. nonbusiness contexts), or technological sophistication likely moderated the observed effects; however, these moderators could not be systematically tested due to data limitations. Future research should incorporate moderator analyses where sufficient studies are available, ideally using meta-regression or subgroup analysis.
Third, while our adherence to PRISMA guidelines and detailed reporting of selection processes, combined with the use of multiple bias detection methods, strengthens the rigor of this review, we acknowledge that publication bias, commonly referred to as the “file drawer problem,” remains a substantial concern in social science research. Although fail-safe N and trim-and-fill procedures were employed, the risk of overestimating effect sizes due to underreporting of null or negative results cannot be entirely ruled out. The positive bias in published research, especially within education and technology domains, may obscure more nuanced or critical findings. To address publication bias in future meta-analyses, we recommend adopting several strategies: (a) protocol registration to document predetermined inclusion criteria and analysis plans before conducting searches, thereby reducing selective outcome reporting; (b) active solicitation of unpublished or in-press studies through direct contact with research teams and conference presentations; (c) incentivizing the publication of null results and replication studies by engaging with journals that prioritize these contributions; (d) conducting searches across gray literature, dissertation databases, and preprint repositories (e.g., arXiv, PsyArXiv, EdArXiv) to capture unreported or disseminated findings; and (e) incorporating advanced bias detection methods such as selection models and P-curve analysis alongside traditional approaches.
Fourth, while the current synthesis identified several predictors of behavioral intention and learning outcomes, it did not fully model the interrelationships among variables in a structural manner. For instance, constructs such as engagement, satisfaction, and perceived usefulness are likely to interact in reciprocal or mediated ways. Longitudinal path modeling or structural equation modeling in future primary studies could offer more granular insight into these dynamics. Future research should also address underexplored dimensions such as individual differences in gamification receptivity. Variables such as learning orientation, self-efficacy, digital literacy, and prior gaming experience likely shape how learners respond to gamified interventions. Moreover, there is a need for studies that critically assess the ethical and psychological implications of gamification, including the risk of over-reliance on extrinsic rewards or excessive competition, especially in diverse or disadvantaged learning contexts. A further limitation is that the behavioral intention domain combined conceptually related but nonidentical measures, including student intention to use, continuance intention, preference for use, and reuse intention, along with a small number of teacher-focused intention measures; similarly, the learning-related outcomes domain included a range of educational outcomes rather than a single uniform endpoint. Accordingly, these pooled effects should be interpreted as broad patterns across related constructs rather than as evidence for a single identical outcome in each domain.
In terms of practical design, future investigations should test specific combinations of gamification elements (e.g., narrative plus feedback vs. leaderboard plus rewards) to isolate which configurations are most effective under which conditions. Comparative experimental designs would allow researchers to establish causal relationships and assess whether certain features are universally beneficial or context-dependent. Such multi-institutional, collaborative research designs would strengthen the generalizability of findings and facilitate the accumulation of evidence across diverse educational contexts. Finally, there is a clear opportunity to expand research into cross-cultural and non-Western educational settings. Most of the existing studies are situated in high-income, English-speaking contexts. Given that motivational constructs are partially shaped by cultural norms, extending gamification research into varied educational environments would contribute to a more inclusive and globally relevant understanding of its pedagogical utility.
Footnotes
Appendix
Characteristics of the Included Studies.
| ID | Year | Title | Journal | Authors | Summary | Type of students | Country | Theory | n | r | IV | IV1 | DV | DV1 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2018 | Gamification as an innovative method in the processes of learning in higher education institutions | International Journal of Innovation and Learning | [“Signori, G.G.,” “De Guimarães, J.C.F.,” “Severo, E.A.,” “Rotta, C.”] | Examines how gamification in Brazilian higher education shapes student engagement and learning outcomes. The study focuses on management-related students and the role of game-based learning in academic performance. | NA | Brazil | NA | 204 | 0.568 | Engagement for learning | Engagement | Learning | Learning outcomes |
| 2 | 2020 | Perception of instructor presence and its effects on learning experience in online classes | Journal of Information Technology Education: Research | [“Park, C,” “Kim, DG”] | Investigates how perceived instructor presence in online business statistics classes affects student engagement and satisfaction. It looks at how interactive communication tools strengthen student-instructor interaction in online learning. | NA | United States | NA | 67 | 0.449 | Student engagement | Engagement | Student satisfaction | Satisfaction |
| 3 | 2021 | Students’ preference for the use of gamification in virtual learning environments | Australasian Journal of Educational Technology | [“Acosta-Medina, J. K.,” “Torres-Barreto, M. L.,” & “Cárdenas-Parga, A. F.”] | Explores why students prefer a gamified virtual learning tool called Didactic City. It tests how utility, enjoyment, knowledge gain, engagement, motivation, and ease of use influence preference. | NA | Colombia | Unified Theory of Acceptance and Use of Technology | 256 | 0.459 | Enjoyment | Perceived enjoyment | Preference for use | Learning outcomes |
| 0.303 | Engagement | Engagement | Perceived utility | Perceived usefulness | ||||||||||
| 4 | 2017 | Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools | Computers & Education | [“Adukaite, A,” “van Zyl, I,” “Er, S,” “Cantoni, L”] | Examines South African tourism teachers’ acceptance of a gamified learning application. It tests how playfulness, curriculum fit, challenge, self-efficacy, and computer anxiety shape behavioral intention. | NA | South Africa | Technology Acceptance Model | 209 | 0.418 | Perceived Playfulness | Perceived enjoyment | Behavioral Intention | Behavioral Intention |
| 5 | 2023 | Enhancing satisfaction among Vietnamese students through gamification: The mediating role of engagement and learning effectiveness | Cogent Education | [“Nguyen-Viet, B,” “Nguyen-Viet, B”] | Studies whether gamification in Vietnamese higher education improves engagement, learning effectiveness, and satisfaction. It also tests whether engagement and learning effectiveness mediate these effects. | Undergraduate | Vietnam | NA | 306 | 0.435 | Challenge | Gamification elements | Engagement | Engagement |
| −0.068 | Competitive | Gamification elements | Engagement | |||||||||||
| 0.495 | Engagement | Engagement | Learning effectiveness | Learning outcomes | ||||||||||
| 0.29 | Challenge | Gamification elements | Learning effectiveness | |||||||||||
| 0.057 | Competitive | Gamification elements | Learning effectiveness | |||||||||||
| −0.069 | Enjoyment | Perceived enjoyment | Learning effectiveness | |||||||||||
| 0.199 | Challenge | Gamification elements | Satisfaction | Satisfaction | ||||||||||
| −0.066 | Competitive | Gamification elements | Satisfaction | |||||||||||
| 6 | 2020 | Gamification as a motivation strategy for higher education students in tourism face-to-face learning | Journal of Hospitality, Leisure, Sport & Tourism Education | [“Aguiar-Castillo, L,” “Hernández-López, L,” “De Saá-Pérez, P,” “Pérez-Jiménez, R”] | Explores what drives tourism students to use a gamified app in face-to-face higher education. The study focuses on the expected benefits, perceived costs, and student characteristics underlying the intention to use. | Undergraduate | Spain | Technology Acceptance Model | 85 | 0.203 | Attitude toward innovation | Attitude | Intention to use HegameApp | Behavioral Intention |
| 0.228 | Attitude toward learning | Attitude | Intention to use HegameApp | |||||||||||
| −0.069 | Difficulty in using technology | Perceived ease of use | Intention to use HegameApp | |||||||||||
| 0.286 | Hedonic benefits | Perceived enjoyment | Intention to use HegameApp | |||||||||||
| 0.167 | Functional benefits | perceived usefulness | Intention to use HegameApp | |||||||||||
| 0.427 | Social benefits | Social factors | Intention to use HegameApp | |||||||||||
| 7 | 2023 | Gamification in online learning: a case study among university students in Malaysia | Asian Journal of University Education | [“Othman, N. A. F.,” “Jaini, A.,” “Ismail, M.,” “Zainoddin, A. I.,” “Mohamad Radzi, S. F.,” & “Kaliani Sundram, V. P.”] | Analyzes Malaysian undergraduates’ intention to use gamification in online classes during COVID-19. It applies the Technology Acceptance Model to identify acceptance factors in online learning. | Undergraduate | Malaysia | Technology Acceptance Model | 283 | 0.226 | Perceived ease of use | Perceived ease of use | Intention to use | Behavioral Intention |
| 0.25 | Perceived enjoyment | Perceived enjoyment | Intention to use | |||||||||||
| 0.286 | Perceived usefulness | Perceived usefulness | Intention to use | |||||||||||
| 8 | 2023 | Technology acceptance model (tam): a study of teachers’ perception of the use of serious games in the higher education | IEEE Revista Iberoamericana de Tecnologias del Aprendizaje | [“Cardona Valencia, D.,” “Betancur Duque, F.A.”] | Examines teachers’ perceptions of using serious games in higher education. The study uses TAM to test how ease of use, usefulness, attitude, and confidence relate to intention to use. | NA | Colombia | Technology Acceptance Model | 118 | 0.755 | Ease of use | Perceived ease of use | Intention | Behavioral Intention |
| 0.354 | Perceived usefulness | Perceived usefulness | Intention to use | |||||||||||
| 9 | 2021 | Serious games in management education: An acceptance analysis | The International Journal of Management Education | [“López, FR,” “Arias-Oliva, M,” “Pelegrín-Borondo, J,” “Marín-Vinuesa, LM”] | Studies higher-education students’ acceptance of serious games in management education. Using an adapted CAN model, it explains intention to use serious games in training-related settings. | Undergraduate | Spain | Cognitive-Affective-Normative model | 339 | 0.05 | Effort expectancy | Perceived ease of use | Intention to use | Behavioral Intention |
| 0.81 | Performance Expectancy | Perceived usefulness | Intention to use | |||||||||||
| −0.11 | Social influence | Social factors | Intention to use | |||||||||||
| 10 | 2023 | Investigating factors that affect the continuance use intention among the higher education institutions’ learners towards a gamified m-learning application. | Journal of Information Technology Education: Research | [“Roslan, R,” “Ayub, AFM,” “Ghazali, N,” “Zulkifli, NN,” “Latip, SNHM,” “Hanifah, SSA”] | Investigates what makes higher-education learners continue using a gamified mobile learning application. The study centers on continuance intention in the Malaysian m-learning context. | Undergraduate | Malaysia | Unified Theory of Acceptance and Use of Technology 2 | 269 | −0.014 | Facilitating condition | Facilitating conditions | Continuance use intention | Behavioral Intention |
| 0.149 | Perceived ease of use | Perceived ease of use | Continuance use intention | |||||||||||
| 0.182 | Perceived enjoyment | Perceived enjoyment | Continuance use intention | |||||||||||
| 0.314 | Perceived usefulness | Perceived usefulness | Continuance use intention | |||||||||||
| 0.298 | Satisfaction | Satisfaction | Continuance use intention | |||||||||||
| 0.026 | Social influence | Social factors | Continuance use intention | |||||||||||
| 0.277 | Perceived usefulness | Perceived usefulness | Satisfaction | Satisfaction | ||||||||||
| 11 | 2023 | Predictive model for factors influencing students’ continuance usage intention on a gamified formative assessment application | Journal of Technical Education and Training | [“Roslan, R,” “Ayub, AFM,” “Ghazali, N,” “Zulkifli, NN,” “Latip, SNHM,” “Abu Hanifah, SS”] | Develops a model of students’ continuance intention toward a gamified formative assessment app in technical and vocational education. It extends the Expectation Confirmation Model with perceived enjoyment. | NA | NA | Expectation Confirmation Model | 269 | 0.211 | Perceived enjoyment | Perceived enjoyment | Continuance use intention | Behavioral Intention |
| 0.385 | Perceived usefulness | Perceived usefulness | Continuance use intention | |||||||||||
| 0.34 | Satisfaction | Satisfaction | Continuance use intention | |||||||||||
| 0.277 | Perceived usefulness | Perceived usefulness | Satisfaction | Satisfaction | ||||||||||
| 12 | 2022 | Use of gamification to enhance e-learning experience | Interactive Technology and Smart Education | [“Kashive, N,” “Mohite, S”] | Examines how gamification can improve the e-learning experience in India. It studies how gamification elements and learner characteristics influence perceived ease of use and perceived usefulness. | NA | India | Technology Acceptance Model | 150 | 0.142 | Attitude | Attitude | Intention | Behavioral Intention |
| 0.272 | Perceived usefulness | Perceived usefulness | Intention | |||||||||||
| 0.502 | Satisfaction | Satisfaction | Intention | |||||||||||
| −0.025 | Immersion-related | Engagement | Perceived usefulness | Perceived usefulness | ||||||||||
| −0.272 | No. of hours spent | Engagement | Perceived usefulness | |||||||||||
| 0.008 | No. of hours spent | Engagement | Satisfaction | Satisfaction | ||||||||||
| 0.593 | Perceived usefulness | Perceived usefulness | Satisfaction | |||||||||||
| 13 | 2020 | Are we ready for gamification? An exploratory analysis in a developing country | Education and Information technologies | [“Ofosu-Ampong, K,” “Boateng, R,” “Anning-Dorson, T,” “Kolog, EA”] | Explores students’ readiness to accept gamification in higher education in a developing-country context. It focuses on perceptions of adding game elements to learning. | Undergraduate and Graduate. | Ghana | Unified Theory of Acceptance of Use of Technology | 185 | 0.604 | Attitude | Attitude | Behavioral Intention | Behavioral Intention |
| 0.041 | Facilitating condition | Facilitating conditions | Behavioral Intention | |||||||||||
| −0.132 | Effort expectancy | Perceived ease of use | Behavioral Intention | |||||||||||
| 0.362 | Performance Expectancy | Perceived usefulness | Behavioral Intention | |||||||||||
| 0.182 | Social influence | Social factors | Behavioral Intention | |||||||||||
| 14 | 2018 | A model to investigate preference for use of gamification in a learning activity | Australasian Journal of Information Systems | [“Filippou, J.,” “Cheong, C.,” “Cheong, F.”] | Analyzes students’ preference for a gamified learning activity based on a quiz tool called Quick Quiz. The study identifies which factors make business information systems students more willing to use gamification. | Undergraduate | NA | Unified Theory of Acceptance and Use of Technology | 119 | 0.6 | Usefulness | Perceived usefulness | Preference of use | Behavioral Intention |
| 0.183 | Enjoyment | Perceived enjoyment | Preference of use | Learning outcomes | ||||||||||
| 0.263 | Engagement | Engagement | Usefulness | perceived usefulness | ||||||||||
| 0.271 | Immersion | Engagement | Usefulness | |||||||||||
| 15 | 2023 | Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research | International Journal of Educational Technology in Higher Education | [“Udeozor, C,” “Russo-Abegao, F,” “Glassey, J”] | Explores students’ perceptions of digital games in engineering education through a mixed-method study. It examines how fun, engagement, and curriculum relevance affect adoption intentions. | NA | NA | Unified Theory of Acceptance and Use of Technology 2 | 125 | 0.154 | Facilitating condition | Facilitating conditions | Behavioral Intention | Behavioral Intention |
| 0.061 | Effort expectancy | Perceived ease of use | Behavioral Intention | |||||||||||
| 0.529 | Hedonic motivation | Perceived enjoyment | Behavioral Intention | |||||||||||
| 0.099 | Performance Expectancy | Perceived usefulness | Behavioral Intention | |||||||||||
| 0.033 | Social influence | Social factors | Behavioral Intention | |||||||||||
| 16 | 2023 | Effects of a collaborative and gamified online learning methodology on class and test emotions | Education and Information Technologies | [“Perez-Aranda, J,” “Medina-Claros, S,” “Urrestarazu-Capellán, R”] | Studies collaborative and gamified online learning activities among first-year Economics and Law students. It examines how attitudes and social interaction shape participation and how participation affects class and test emotions. | Undergraduate | Spain | Technology Acceptance Model | 301 | 0.758 | Attitude | Attitude | Participation | Learning outcomes |
| 17 | 2017 | Let them play: the impact of mechanics and dynamics of a serious game on student perceptions of learning engagement | IEEE Transactions on Learning Technologies | [“Wang, YC,” “Rajan, P,” “Sankar, CS,” “Raju, PK”] | Examines how the mechanics and dynamics of a serious game affect students’ perceptions of learning engagement. The game was used in an introductory product design course to provide hands-on learning. | Undergraduate | United States | Technology Acceptance Model | 114 | 0.71 | Perceived ease of use | Perceived ease of use | User enjoyment | Perceived enjoyment |
| 0.24 | Perceived usefulness | Perceived usefulness | User enjoyment | |||||||||||
| 18 | 2023 | Where is the student who was here? Gamification as a strategy to engage students | The International Journal of Information and Learning Technology | [“Pardim, V.I.,” “Contreras Pinochet, L.H.,” “Viana, A.B.N.,” “Souza, C.A.”] | Explores gamification as a way to engage students in remote higher education. The study is set in an undergraduate Business Administration course during digital learning. | Undergraduate | Brazil | NA | 671 | 0.363 | Competition | Gamification elements | Engagement | Engagement |
| 0.271 | Immersion | Gamification elements | Engagement | |||||||||||
| 19 | 2018 | Understanding technology acceptance features in learning through a serious game | Computers in Human Behavior | [“Malaquias, RF,” “Malaquias, FFO,” “Hwang, Y”] | Analyzes accounting students’ acceptance of the DEBORAH serious game for learning accounting. It focuses on which technology-acceptance factors explain perceived usefulness and intention to use. | Undergraduate | Brazil | Technology Acceptance Model | 166 | 0.28 | Perceived usefulness | Perceived usefulness | Use of DEBORAH Game | Learning outcomes |
| 20 | 2020 | Innovative use of the ERPSIM game in a management decision making class: an empirical study | Journal of Information Technology Education: Research | [“Dick, GN,” “Akbulut, AY”] | Examines the use of the ERPSIM game in a management decision-making course. It tests whether simulation-based play improves students’ learning outcomes and satisfaction in a nontechnical management setting. | Undergraduate | United States | Unified Theory of Acceptance and Use of Technology | 138 | 0.000 | Attitude | Attitude | Student perceived learning outcomes | Learning outcomes |
| 0.041 | Game performance | Gamification elements | Student perceived learning outcomes | |||||||||||
| 0.05 | Game performance | Gamification elements | Student satisfaction | Satisfaction | ||||||||||
| 21 | 2022 | Developing and validating a business simulation systems success model in the context of management education | The International Journal of Management Education | [“Wei, CL,” “Wang, YM,” “Lin, HH,” “Wang, YS,” “Huang, JL”] | Develops and validates a business simulation systems success model for management education. It studies how simulation systems influence perceived learning effectiveness and entrepreneurial self-efficacy, including the role of model-reality fit. | Graduate | Taiwan | Task-Technology Fit Model | 152 | 0.069 | Information quality | perceived usefulness | Reuse intention | Behavioral Intention |
| 0.527 | User satisfaction | Satisfaction | Reuse intention | |||||||||||
| 0.455 | System quality | Gamification elements | User satisfaction | Satisfaction | ||||||||||
| 0.098 | Service quality | Gamification elements | User satisfaction | |||||||||||
| 0.036 | Information quality | perceived usefulness | User satisfaction | |||||||||||
| 22 | 2021 | Games based learning in accounting education–which dimensions are the most relevant? | Accounting Education | [“Silva, R.,” “Rodrigues, R.,” “Leal, C.”] | Examines game-based learning in accounting education. It studies how motivation, flow, attitudes, and related factors connect to perceived learning in accounting courses. | Undergraduate | Portugal | Theory of Gamified Learning, Self-Determination Theory, Flow Theory, and Planned Behavior. | 816 | 0.62 | Attitude | Attitude | Perceived learning | Learning outcomes |
| 0.45 | Flow | Flow | Perceived learning | |||||||||||
| 23 | 2018 | Exploring students’ flow experiences in business simulation games | Journal of computer assisted learning | [“Buil, I,” “Catalán, S,” “Martínez, E”] | Explores students’ flow experiences while using business simulation games in management education. It tests how challenge, skills, feedback, and goal clarity influence flow, learning, skills development, and satisfaction. | Undergraduate | NA | Flow theory | 167 | 0.12 | Flow | Flow | Perceived learning | Learning outcomes |
| 0.28 | Perceived learning | Perceived usefulness | Satisfaction | Satisfaction | ||||||||||
| 24 | 2021 | Examining Flow Antecedents in Game-Based Learning to promote Self-Regulated Learning and Acceptance | Electronic journal of e-Learning | [“Wan, K,” “King, V,” “Chan, K”] | Examines flow antecedents in higher-education game-based learning and how they affect self-regulated learning and acceptance. The study uses undergraduate social science students playing educational games asynchronously. | Undergraduate | Hong Kong | Flow in computer-mediated environments | 275 | 0.19 | Facilitating conditions | Facilitating conditions | Behavioral Intention | Behavioral Intention |
| 0.415 | Performance expectancy | Perceived usefulness | Behavioral Intention | |||||||||||
| 0.256 | Concentration | Flow | Learning motivation | Learning outcomes | ||||||||||
| 0.258 | Concentration | Flow | Learning strategies | |||||||||||
| 0.216 | Challenge | Gamification elements | Learning motivation | |||||||||||
| 25 | 2023 | Gamification in higher education: The ECOn plus star battles | Computers & Education | [“Murillo-Zamorano, LR,” “López-Sánchez, JA,” “López-Rey, MJ,” “Bueno-Muñoz, C”] | Evaluates a full gamification strategy called ECOn+ Star Battles in a macroeconomics course in Spain. It examines how gamification affects knowledge, engagement, and satisfaction within a broader instructional framework. | NA | Spain | NA | 90 | 0.547 | Gamification | Gamification elements | Engagement | Engagement |
| 0.54 | Engagement | Engagement | Satisfaction | Satisfaction | ||||||||||
| 0.184 | Gamification | Gamification elements | Satisfaction | |||||||||||
| 26 | 2023 | Integrating gamification and instructional design to enhance usability of online learning | Education and information technologies | [“Ghai, A,” “Tandon, U”] | Examines how gamification and instructional design work together to improve the usability of online learning in higher education. It also tests the mediating role of instructional design. | NA | India | Mayers’ cognitive theory of multimedia | 382 | 0.48 | Gamification | Gamification elements | Usability of learning | Learning outcomes |
| 27 | 2019 | Encouraging intrinsic motivation in management training: The use of business simulation games | The International Journal of Management Education | [“Buil, I,” “Catalán, S,” “Martínez, E”] | Studies business simulation games as a way to build intrinsic motivation and engagement in management training. Grounded in self-determination theory, it links motivation and engagement to generic skills and perceived learning. | NA | Spain | Self-determination theory | 360 | 0.35 | Engagement | Engagement | Perceived learning |
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