Towards High Usability in Gamified Systems: A Systematic Review of Key Concepts and Approaches
Abstract
:1. Introduction
- (a)
- improved ability to concentrate on the usability essentials when designing or developing a gamified system, instead of trying to meet all of the universal recommendations out there, thus saving time and resources;
- (b)
- increased likelihood that the usability improvement measures taken will indeed be beneficial to the efficiency of the gamification, rather than some other aspect of the gamified system;
- (c)
- improved ability to pick the usability recommendations based on the characteristics of the gamification in question, i.e., gamification domain and features of the target audience.
2. Methods
- RQ1. What is the nature of specific usability recommendations for gamified systems?
- RQ2. Do gamified systems usability recommendations depend on the gamification target audience?
- RQ3. Do gamified systems usability recommendations depend on the system application domain?
- Publishing date 2008 to the first quarter of 2022;
- Document type is article and/or conference paper;
- Usability, user experience, human-centred design, user-centred design guidelines for gamified systems are given;
- Discussion is related to software gamified systems (i.e., not just gamification per se).
- Publishing language is not English;
- Paper is not in the field of computer science;
- Full text unavailable.
3. Results
- did not provide usability, UX, or human/user-centred design guidelines;
- were not written in English;
- papers were review articles;
- full-text versions were unavailable.
- “Allow users to control of the application.” [14];
- “The system provides users with choices on what to do or how to do something, which are interesting but also limited in scope according to each user’s capacity.” [15];
- “Allow the children/user to be in control of the application through self-pace progression, navigation and support elements.” [16].
- “The feedback is affirmative, positive in tone, short, precise, polite and non-offensive.” [14];
- “The systems always inform users immediately of any changes or accomplishments in an easy and graspable way…. Feedback always tells users where they stand and what is the path ahead for progression.” [15];
- “When a system provides feedback, users are aware of the impact of their actions. In a game this enables them to know when they succeeded or failed and why.” [17].
- Nielsen’s heuristics for user interface design [9]. Heuristics serve as the most general usability principles available. Each recommendation had to be assigned to one or more of the following heuristics:
- Usability characteristics defined in ISO 25010 [8]. Usability is a complex concept and its characteristics provide a more granular view. Again, each recommendation had to address one or more of the following characteristics:
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Hamari, J. Gamification. In The Blackwell Encyclopedia of Sociology; Ritzer, G., Rojek, C., Eds.; John Wiley & Sons: Oxford, UK, 2019; pp. 1–3. [Google Scholar] [CrossRef]
- Koivisto, J.; Hamari, J. The rise of motivational information systems: A review of gamification research. Int. J. Inf. Manag. 2019, 45, 191–210. [Google Scholar] [CrossRef]
- Morschheuser, B.; Hassan, L.; Werder, K.; Hamari, J. How to design gamification? A method for engineering gamified software. Inf. Softw. Technol. 2018, 95, 219–237. [Google Scholar] [CrossRef]
- Klock, A.C.T.; Gasparini, I.; Pimenta, M.S.; Hamari, J. Tailored gamification: A review of literature. Int. J. Hum. Comput. Stud. 2020, 144, 102495. [Google Scholar] [CrossRef]
- Handayani, V.; Budiono, F.L.; Rosyada, D.; Amriza, R.N.S.; Masruroh, S.U. Gamified learning platform analysis for designing a gamification-based ui/ux of e-learning applications: A systematic literature review. In Proceedings of the 2020 8th International Conference on Cyber and IT Service Management (CITSM), Pangkal Pinang, Indonesia, 23–24 October 2020. [Google Scholar] [CrossRef]
- ISO 9241; Ergonomics of Human-System Interaction—Part 210: Human-Centred Design for Interactive Systems. International Organization for Standardization: Geneva, Switzerland. Available online: https://www.iso.org/standard/77520.html (accessed on 17 November 2021).
- ISO 9241; Ergonomics of Human-System Interaction—Part 11: Usability: Definitions and Concepts. International Organization for Standardization: Geneva, Switzerland. Available online: https://www.iso.org/standard/63500.html (accessed on 17 November 2021).
- ISO/IEC 25010; Systems and Software Engineering—Systems and Software Quality Requirements and Evaluation (SQuaRE)—System and Software Quality Models. International Organization for Standardization: Geneva, Switzerland. Available online: https://www.iso.org/standard/35733.html (accessed on 17 November 2021).
- 10 Usability Heuristics for User Interface Design. Available online: https://www.nngroup.com/articles/ten-usability-heuristics/ (accessed on 5 January 2022).
- Jordan, P.W. An Introduction to Usability; CRC Press: London, UK, 2020; pp. 5–23. [Google Scholar] [CrossRef]
- Mustafa, A.S.; Karimi, K. Enhancing Gamified Online Learning User Experience (UX): A Systematic Literature Review of Recent Trends. In Human-Computer Interaction and Beyond: Advances Towards Smart and Interconnected Environments; Parameshachari, B.D., Nirmalya, T., Eds.; Bentham Science Publishers: Singapore, 2021; Volume 1, pp. 74–99. [Google Scholar] [CrossRef]
- Page, M.J.; Moher, D.; Bossuyt, P.M.; Boutron, I.; Hoffmann, T.C.; Mulrow, C.D.; Shamseer, L.; Tetzlaff, J.M.; Akl, E.A.; Brennan, S.E.; et al. PRISMA 2020 explanation and elaboration: Updated guidance and exemplars for reporting systematic reviews. BMJ 2021, 372, n160. [Google Scholar] [CrossRef] [PubMed]
- Zotero Tool Home Page. Available online: https://www.zotero.org/ (accessed on 2 May 2022).
- Shaban, A.; Pearson, E. A learning design framework to support children with learning disabilities incorporating gamification techniques. In Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland, UK, 4–9 May 2019. [Google Scholar] [CrossRef]
- Tondello, G.F.; Kappen, D.L.; Mekler, E.D.; Ganaba, M.; Nacke, L.E. Heuristic evaluation for gameful design. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, Austin, TX, USA, 17–19 October 2016. [Google Scholar] [CrossRef]
- Shaban, A.; Pearson, E.; Chang, V. Evaluation of User Experience, Cognitive Load, and Training Performance of a Gamified Cognitive Training Application for Children with Learning Disabilities. Front. Comput. Sci. 2021, 3, 617056. [Google Scholar] [CrossRef]
- Vasconcelos, A.; Silva, P.A.; Caseiro, J.; Nunes, F.; Teixeira, L.F. Designing tablet-based games for seniors: The example of CogniPlay, a cognitive gaming platform. In Proceedings of the 4th International Conference on Fun and Games, Toulouse, France, 4–6 September 2012. [Google Scholar] [CrossRef]
- Spyridonis, F.; Daylamani-Zad, D. A serious game for raising designer awareness of web accessibility guidelines. In Proceedings of the IFIP Conference on Human-Computer Interaction, Bari, Italy, 30 August–3 September 2019. [Google Scholar] [CrossRef]
- Hauge, J.M.B.; Stanescu, I.A.; Carvalho, M.B.; Stefan, A.; Banica, M.; Lim, T. Integrating gamification in mechanical engineering systems to support knowledge processes. In Proceedings of the 35th Computers and Information in Engineering Conference 2016, Boston, MA, USA, 2–5 August 2015. [Google Scholar] [CrossRef]
- Simões, J.; Redondo, R.D.; Vilas, A.F. A social gamification framework for a K-6 learning platform. Comput. Hum. Behav. 2013, 29, 345–353. [Google Scholar] [CrossRef]
- Rapp, A. Designing interactive systems through a game lens: An ethnographic approach. Comput. Hum. Behav. 2017, 71, 455–468. [Google Scholar] [CrossRef]
- Wang, Y.F.; Hsu, Y.F.; Fang, K. The key elements of gamification in corporate training–The Delphi method. Entertain. Comput. 2022, 40, 100463. [Google Scholar] [CrossRef]
- Feingold-Polak, R.; Barzel, O.; Levy-Tzedek, S. A robot goes to rehab: A novel gamified system for long-term stroke rehabilitation using a socially assistive robot—methodology and usability testing. J. NeuroEngineering Rehabil. 2021, 18, 122. [Google Scholar] [CrossRef] [PubMed]
- Alsaleh, N.; Alnanih, R. Mapping gamification mechanisms to user experience factors for designing user interfaces. J. Comput. Sci. 2019, 15, 736–744. [Google Scholar] [CrossRef]
- Baldauf, M.; Brandner, A.; Wimmer, C. Mobile and gamified blended learning for language teaching: Studying requirements and acceptance by students, parents and teachers in the wild. In Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia, Stuttgart, Germany, 26–29 November 2017. [Google Scholar] [CrossRef]
- Rajanen, M.; Rajanen, D. Usability benefits in gamification. In Proceedings of the GamiFIN Conference 2017, Pori, Finland, 9—10 May 2017. [Google Scholar]
- Steinberger, F.; Proppe, P.; Schroeter, R.; Alt, F. CoastMaster: An ambient speedometer to gamify safe driving. In Proceedings of the 8th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Ann Arbor, MI, USA, 24–26 October 2016. [Google Scholar] [CrossRef]
- Ruhi, U. Level up your strategy: Towards a descriptive framework for meaningful enterprise gamification. Technol. Innov. Manag. Rev. 2015, 5, 5–16. [Google Scholar] [CrossRef]
- Munoz, J.E.; Gonçalves, A.; Rúbio Gouveia, É.; Cameirao, M.S.; Bermudez i Badia, S. Lessons learned from gamifying functional fitness training through human-centered design methods in older adults. Games Health J. 2019, 8, 387–406. [Google Scholar] [CrossRef] [PubMed]
- Kawamoto, A.L.S.; Martins, V.F. A visuospatial memory game for the elderly using gestural interface. In Proceedings of the International Conference on Universal Access in Human-Computer Interaction, Vancouver, BC, Canada, 9–14 July 2017. [Google Scholar] [CrossRef]
- Eichhorn, C.; Plecher, D.A.; Lurz, M.; Leipold, N.; Böhm, M.; Krcmar, H.; Ott, A.; Volkert, D.; Hiyama, A.; Klinker, G. Combining motivating strategies with design concepts for mobile apps to increase usability for the elderly and Alzheimer patients. In Proceedings of the International Conference on Human-Computer Interaction, Copenhagen, Denmark, 19–24 July 2020. [Google Scholar] [CrossRef]
- Cao, J.; Cao, Y. Application of Human Computer Interaction Interface in Game Design. In Proceedings of the International Conference on Human-Computer Interaction, Vancouver, BC, Canada, 9–14 July 2017. [Google Scholar] [CrossRef]
- Oyebode, O.; Ganesh, A.; Orji, R. TreeCare: Development and evaluation of a persuasive mobile game for promoting physical activity. In Proceedings of the 2021 IEEE Conference on Games (CoG), Copenhagen, Denmark, 17–20 August 2021. [Google Scholar] [CrossRef]
Database | Search | Results |
---|---|---|
Web of Science | (gamifi* OR “serious game*”) AND (system OR software OR app*) AND (usability OR ux OR “user experience” OR “user interface” OR “human-centred design” OR “human-centered design” OR “user-centred design” OR “user-centered design”) AND (guidelines OR recommendations OR requirements) | 158 |
Scopus | (gamify*) AND (system OR software OR app*) AND (usability OR ux OR “user experience” OR “human-centred design” OR “user-centred design”) AND (guidelines OR recommendations OR requirements) | 286 |
IEEE Xplore | (gamify* OR “serious game*”) AND (system OR software OR app*) AND (usability OR ux OR “user experience” OR ui OR “user interface” OR “human-centred design” OR “user-centred design” OR “human-centered design” OR “user-centered design”) AND (guidelines OR recommendations OR requirements) | 65 |
ScienceDirect | (gamification OR gamified) AND (system OR software OR application) AND (usability) AND (guidelines OR recommendations OR requirements) | 57 |
(gamification OR gamified) AND (system OR software OR application) AND (“user experience”) AND (guidelines OR recommendations OR requirements) | 3 | |
(gamification OR gamified) AND (system OR software OR application) AND (“user-centred design”) AND (guidelines OR recommendations OR requirements) | 1 | |
(gamification OR gamified) AND (system OR software OR application) AND (“user interface”) AND (guidelines OR recommendations OR requirements) | 3 | |
(serious game OR serious games) AND (system OR software OR application) AND (usability) AND (guidelines OR recommendations OR requirements) | 58 | |
(serious game OR serious games) AND (system OR software OR application) AND (ux) AND (guidelines OR recommendations OR requirements) | 1 | |
(serious game OR serious games) AND (system OR software OR application) AND (“user-experience”) AND (guidelines OR recommendations OR requirements) | 3 | |
(serious game OR serious games) AND (system OR software OR application) AND (“user-centred design”) AND (guidelines OR recommendations OR requirements) | 1 | |
(serious game OR serious games) AND (system OR software OR application) AND (user interface) AND (guidelines OR recommendations OR requirements) | 8 | |
ACM Digital Library | (gamify*) AND (system OR software OR app*) AND (usability OR ux OR “user experience” OR “human-centred design” OR “human-centered design” OR “user-centred design” OR “user-centered design”) AND (guidelines OR recommendations OR requirements) | 170 |
No. | Generalised Recommendations | Comment | Publications |
---|---|---|---|
R1. | Ensure user control and freedom | Concerns the availability of alternative paths towards the accomplishment of user tasks within the system and the means for the user to choose what fits him best at any given moment. | [14,15,16,17,18,19,20,21,22] |
R2. | Provide feedback | Concerns the use of messages, visual or audio signals, progress indicators, busy indicators and other means used by the system to communicate its status or other relevant information to the user, especially in response to user input. | [14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33] |
R3. | Use familiar vocabulary | Concerns the use of terminology that is known to typical users and represents the particular domain. | [14,16,30,31,33] |
R4. | Ensure that available actions are relevant to goals | Ensuring that actions available to system users at any given point in time are in sync with the typical steps of the activity in progress and no distracting, misleading, or irrelevant options are presented, or they are clearly distinguishable. | [14,15,16,17,18,20,22,23,24,25,26,27,28,33] |
R5. | Use modality principle | Concerns the use of narration instead of just text when conveying important information to inexperienced system users. | [14,16,17,21,30,31,33] |
R6. | Provide help to users | Concerns the clarity and usefulness of instructions and hints presented by the system to the user, especially where the user must fill in the forms or carry out complex or important tasks. | [14,16,18,23,31] |
R7. | Ensure onboarding | Concerns providing all relevant information about the task to the system user before he begins the said task. | [14,15,16,18,22,28,30,31] |
R8. | Use information segmentation | Concerns improvement of the visual structure of textual or other type of information presentation. | [14,16,19,20,23,24,27] |
R9. | Provide rewards | Concerns the availability of rewards system within the gamified solution. Rewards can be both digital (e.g., achievement badges) and material (e.g., money, candy). | [14,15,17,18,19,20,21,23,28] |
R10. | Use signalling principle | Concerns adding visual cues to multimedia learning materials within the system to help users find elements that are relevant at any given moment fluidly. | [14,16,27,31,32] |
R11. | Ensure consistency of elements | Concerns making sure that the same colour, visual style (e.g., raised rectangle), term, command, etc., carry the same meaning throughout the system. | [14,16] |
R12. | Ensure aesthetic and minimalist design | Concerns limiting the graphical user interface to necessary elements only, both in terms of quantity, and graphical complexity or style. | [14,16,28,30,33] |
R13. | Provide clear error and warning messages | Concerns the usefulness and clarity of error and warning messages displayed by the system to the user. | [14,16,18] |
R14. | Provide challenges that grow with the user’s skills | Concerns ensuring that difficulty of tasks that system user must perform corresponds to the user’s ability level (i.e., is neither too difficult, nor too easy). | [15,18,20,22,23,27,28,29] |
R15. | Ensure short response time | Concerns ensuring that there is no unwanted system lag or delays in response to user input. | [23] |
R16. | Provide fatigue management | Concerns providing system users the tools to manage the speed of system operation and not enforcing unreasonable, fixed time constraints on user actions. | [18,23,31] |
R17. | Provide personalization controls | Concerns availability of system customisation options in terms of looks, functional complexity, localisation (e.g., choosing language, measuring units), etc. | [17,23,28,29,33] |
R18. | Clearly communicate progress | Concerns the availability, visibility, and clarity of user action or system process progress indicators. | [15,24] |
R19. | Facilitate competition | Concerns the use of a comprehensive user ranking and encouragement system in a gamified solution. | [15,17,19,20,21,22,24,25,28,29,33] |
R20. | Provide narrative | Concerns connecting user actions within the gamified process to a fictional story in order to increase the user engagement. | [15,18,22,28] |
R21. | Ensure the process is enjoyable | Concerns the subjective emotional pleasure the user experiences (typically determined through testing with users) and is largely dependent on the way gamified process is organised. | [15,17,26,28,30] |
R22. | Use badges | Badges can be both material and digital and are rewarded to users for certain commendable actions or achievements. | [20,22,24] |
R23. | Use points system | Concerns the awarding/deduction of points for actions users make. Points are then used to rank the users. | [19,20,22,24] |
R24. | Ensure error prevention | Concerns the use of graphical or textual hints in user forms and menus that reduce the risk of user errors (not to be confused with software bugs). | [26] |
R25. | Ensure recognizability of functions | Concerns the use of graphical, terminological, and other conventions when displaying user menus, buttons, links, et al. that are both different from one another and well known to users of the system. | [18] |
R26. | Facilitate virality | Concerns the ability to share experiences with other people thus making the gamified solution more widely known and appreciated. | [19] |
R27. | Facilitate social interaction | Concerns the availability of means or tools for the users to communicate with each other either within the gamified system or otherwise (in team meetings, through message boards, etc.). | [15,17,19,21,25,29,30] |
R28. | Ensure easy navigation | Concerns the use of clearly visible and understandable system user menus, links, buttons, as well as well thought-out tree of website pages and current user locations hints. | [14,16,31,33] |
R29. | Allow using avatars | Concerns the ability to use fictional alter-egos, typically expressed in fictional names and pictures. | [21] |
R30. | Ensure visibility of objects | Concerns facilitation of discoverability of required elements on screen by using well thought-out placement, size, colouring of buttons, form fields, messages, etc. | [30,31] |
Gamification Application Domain | Percentage | Publications |
---|---|---|
Education | 6 (30%) | [14,16,19,20,25,27] |
Medicine | 5 (25%) | [23,24,29,30,31] |
Sport | 1 (5%) | [27,33] |
Business | 1 (5%) | [28] |
Undefined | 7 (35%) | [15,17,18,21,22,26,32] |
Target Audience | Percentage | Publications |
---|---|---|
Children | 6 (30%) | [14,16,20,23,24,25] |
Adults | 2 (10%) | [27,29] |
Elderly | 4 (20%) | [17,28,30,31] |
Undefined | 8 (40%) | [15,18,19,21,22,26,32,33] |
Recommendation | Nielsen’s Heuristics | ISO 25010 Usability Characteristics | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
N1 | N2 | N3 | N4 | N5 | N6 | N7 | N8 | N9 | N10 | I1 | I2 | I3 | I4 | I5 | I6 | |
R1. Ensure user control and freedom | × | × | ||||||||||||||
R2. Provide feedback | × | × | × | × | × | × | ||||||||||
R3. Use familiar vocabulary | × | × | × | × | ||||||||||||
R4. Ensure that available actions are relevant to goals | × | × | × | × | × | |||||||||||
R5. Use modality principle | × | × | × | × | × | × | × | |||||||||
R6. Provide help to users | × | × | × | × | × | |||||||||||
R7. Ensure onboarding | × | × | × | |||||||||||||
R8. Use information segmentation | × | |||||||||||||||
R10. Use signalling principle | × | × | × | |||||||||||||
R11. Ensure consistency of elements | × | × | × | × | ||||||||||||
R12. Ensure aesthetic and minimalist design | × | × | ||||||||||||||
R13. Provide clear error and warning messages | × | × | × | × | ||||||||||||
R14. Provide challenges that grow with the user’s skills | × | × | × | |||||||||||||
R15. Ensure short response time | × | × | ||||||||||||||
R16. Provide fatigue management | × | × | × | |||||||||||||
R17. Provide personalization controls | × | × | × | × | × | |||||||||||
R18. Clearly communicate progress | × | × | × | |||||||||||||
R20. Provide narrative | × | × | ||||||||||||||
R24. Ensure error prevention | × | × | ||||||||||||||
R25. Ensure recognizability of functions | × | × | × | × | × | |||||||||||
R28. Ensure easy navigation | × | × | × | × | ||||||||||||
R30. Ensure visibility of objects | × | × | × | × | ||||||||||||
Totals: | 5 | 5 | 3 | 4 | 5 | 6 | 4 | 3 | 4 | 2 | 5 | 11 | 7 | 5 | 6 | 4 |
Papers | Nielsen’s Heuristics | ISO 25010 Usability Characteristics | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
N1 | N2 | N3 | N4 | N5 | N6 | N7 | N8 | N9 | N10 | I1 | I2 | I3 | I4 | I5 | I6 | ||
[33] | × | × | × | × | × | × | × | × | × | × | × | × | × | × | × | 15 | |
[22] | × | × | × | × | × | × | × | × | × | × | × | × | × | × | × | 15 | |
[17] | × | × | × | × | × | × | × | × | × | × | × | × | × | 13 | |||
[32] | × | × | × | × | × | × | × | × | 8 | ||||||||
[21] | × | × | × | × | × | × | × | × | × | × | × | × | 12 | ||||
[31] | × | × | × | × | × | × | × | × | × | × | × | × | × | × | × | × | 16 |
[30] | × | × | × | × | × | × | × | × | × | × | × | × | × | × | 14 | ||
[20] | × | × | × | × | × | × | × | × | × | × | 10 | ||||||
[29] | × | × | × | × | × | × | × | × | × | 9 | |||||||
[19] | × | × | × | × | × | × | × | 7 | |||||||||
[28] | × | × | × | × | × | × | × | × | × | × | × | × | × | 13 | |||
[16] | × | × | × | × | × | × | × | × | × | × | × | × | × | × | × | × | 16 |
[27] | × | × | × | × | × | × | × | × | × | 9 | |||||||
[18] | × | × | × | × | × | × | × | × | × | × | × | × | × | × | 14 | ||
[26] | × | × | × | × | × | × | × | × | × | 9 | |||||||
[25] | × | × | × | × | × | × | × | × | 8 | ||||||||
[24] | × | × | × | × | × | × | × | × | 8 | ||||||||
[15] | × | × | × | × | × | × | × | × | × | × | 10 | ||||||
[23] | × | × | × | × | × | × | × | × | × | × | × | × | × | 13 | |||
[14] | × | × | × | × | × | × | × | × | × | × | × | × | × | × | × | × | 16 |
20 | 20 | 14 | 6 | 20 | 17 | 13 | 9 | 20 | 7 | 15 | 20 | 19 | 13 | 13 | 9 | Totals |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Magylaitė, K.; Kapočius, K.; Butleris, R.; Čeponienė, L. Towards High Usability in Gamified Systems: A Systematic Review of Key Concepts and Approaches. Appl. Sci. 2022, 12, 8188. https://doi.org/10.3390/app12168188
Magylaitė K, Kapočius K, Butleris R, Čeponienė L. Towards High Usability in Gamified Systems: A Systematic Review of Key Concepts and Approaches. Applied Sciences. 2022; 12(16):8188. https://doi.org/10.3390/app12168188
Chicago/Turabian StyleMagylaitė, Kristina, Kęstutis Kapočius, Rimantas Butleris, and Lina Čeponienė. 2022. "Towards High Usability in Gamified Systems: A Systematic Review of Key Concepts and Approaches" Applied Sciences 12, no. 16: 8188. https://doi.org/10.3390/app12168188
APA StyleMagylaitė, K., Kapočius, K., Butleris, R., & Čeponienė, L. (2022). Towards High Usability in Gamified Systems: A Systematic Review of Key Concepts and Approaches. Applied Sciences, 12(16), 8188. https://doi.org/10.3390/app12168188