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Bibliography management: BibTeX

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May 26, 2023

Contents
1 First Section 1

References 3

1 First Section
The popularity of video games has led to a further application of gamification
in a variety of domains, such as education [1, 2, 3], health [4], and marketing
[5, 6]. Gamification, according to Deterding et al. [7], is incorporating char-
acteristics commonly found in games into contexts that are not traditionally
associated with gaming. Hamari et al. [8] suggest that gamification can be
viewed as a new and developing trend that impacts technology, society, culture,
and the economy, making aspects of real life more similar to those found in
games. According to Hsu et al. [9], gamification is the incorporation of game
design principles and dynamics to engage users in contexts outside of traditional
gaming environments. Thus, Zichermann et al. [10] suggest that gamification
can influence human behaviour because of our innate tendencies to engage in
competition, seek challenges, and interact socially with others. One area where
gamification is gaining traction is in multiplayer games, where players can in-
teract with each other and compete against one another. Kordyaka et al. [11]
gives an instance of how cultural diversity can play a role in online gaming by
highlighting how players with different cultural backgrounds engage in real-time
cooperation and competition in multiplayer games.
Over the past few years, the popularity of multiplayer games has seen a sig-
nificant surge [12], and the use of gamification techniques can enhance the player
experience. Alsawaier [13] and Folmar [14] suggest that incorporating gamifi-
cation into educational experiences can lead to improved learning outcomes,
greater student engagement, and increased motivation and positive behaviour.
The application of gamification as a design technique has surfaced as a means
to increase user motivation [15]. Hanus et al. [16] argue that gamification can
activate a user’s intrinsic motivation by providing motivational affordances, ul-
timately leading to a sustained passion for using the system. Ryan and Deci
[17] characterize characteristically roused exercises as those that people see as
convincing and would participate in without the assumption of unmistakable or
outside remunerations. To maintain the intrinsic motivation of the user, this

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systematic literature review (SLR) focuses on the use of fun and interactive el-
ements in multiplayer gamification, instances of user challenges in gamification
include leaderboards, scores, the accumulation of in-game currency, and level
progression, which foster a competitive environment among users [18]. By ex-
amining the current state of research in this area, we hope to identify the most
effective techniques for improving player engagement and enjoyment.
A gamification is a powerful tool for motivating and engaging players, and
multiplayer games provide an ideal platform for implementing these techniques.
Motivation refers to the drive or impulse to take action, and within the educa-
tional domain, it is widely recognized as a crucial factor for promoting effective
teaching and learning outcomes [19, 20, 21, 22]. Motivation theory is crucial
for understanding the learning process [23]. Past research has indicated that
student engagement is positively impacted by motivational and learning factors
such as interest, self-efficacy, and self-regulation [24, 25]. Sun and Rueda [26]
also discovered that interest demonstrated a positive correlation with all forms of
engagement, including cognitive, emotional, and behavioural engagement. Re-
search conducted in a gaming context suggests that enjoyment resulting from
the fulfilment of three psychological needs can lead to increased engagement
with the game [27].
The use of gamification in multiplayer games has the potential to enhance
the player experience and increase engagement [28]. However, not all gamifi-
cation techniques are equally effective, and some may even detract from the
player experience. To effectively gamify a non-game system, it is essential,
to begin with, game elements that transform the system into an enjoyable and
playful experience [29]. Gamification shall create an activity which evokes game-
like experiences [30]. According to Dustman et al. [31], gamification can only
achieve its intended outcomes if the front end of the design process is carefully
considered and adequately addressed. While gamification has the potential to
generate increased levels of extrinsic motivation, these effects are often tempo-
rary unless complemented by additional factors from self-determination theory
(SDT), such as autonomy, competence, and relatedness [32]. SDT has been
employed to elucidate the motivations underlying players’ actions [33]. Gami-
fication influences motivation positively by offering competition, challenge, and
socialization elements [34]. Given that motivation is widely regarded as one of
the key determinants of effective teaching and learning, it holds significant im-
portance in educational contexts [19, 35, 21, 22], the application of flow theory
in the development of gamified learning experiences can enhance engagement
and, as a result, lead to a more effective learning experience [23]. This paper
presents a SLR of studies that investigate the use of fun and interactive elements
in multiplayer gamification, with a focus on how these techniques can be used
to promote social interaction, competition, and cooperation between players.
Gamification has become an increasingly popular approach to engage learn-
ers and enhance their motivation and involvement in various learning activities.
In particular, multiplayer gamification is effective in creating a fun and inter-
active learning environment that promotes collaboration and social interaction
among learners. The objective of this SLR is to pinpoint the elements that
enhance the fun and interactivity of multiplayer gaming for gamers. The re-
view will specifically emphasize the practical implications of these factors in
the field of computer-based education.. By examining the existing research on
gamification and multiplayer games, this paper provides insights into how game

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mechanics, rewards, interactivity, and other factors can be leveraged to create
engaging learning experiences that promote active participation and positive
learning outcomes. The findings of this study have important implications for
educators and researchers interested in using gamification as a tool for enhancing
computing education.
This document is an example of BibTeX using in bibliography management.
Three items are cited: The LATEX Companion book [36], the Einstein journal
paper [37], and the Donald Knuth’s website [38]. The LATEX related items are
[36, 38].

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