Professional Documents
Culture Documents
ABSTRACT
In order to design a good product, thorough research is required. This is equally true in the design of a
gamified service. Contextual factors have been highlighted as potentially important factors a designer
should to take into consideration in relation to a context - or domain, with examples of such domains
being education, health and business. However, as current research on how a consideration of context
may affect the outcome of gamification in terms of effectiveness is lacking, this review paper will
attempt to bring further insight on the topic and present an overview of contextual factors with their
associated domains.
APPENDIX