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Table 1 Summary of related works and this study

From: Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study

Source

GF

CC

Context

#M

MS

ID

Mavletova (2015)

X

 

Online survey completion

2

2m

<1d

Hanus and Fox (2015)

  

Communication classroom

3

4w

16w

Mitchell et al. (2017)

  

Adults physical activities

3

1w

4w

Grangeia et al. (2019)

  

Medical students

28

1d

4w

Sanchez et al. (2020)

  

Psychology-related classrooms

3

3-5w

13w

Tsay et al. (2020)

  

Personal and Professional Development classroom

24

1w

24w

Putz et al. (2020)

X

X

Workshops on sustainable supply chain management

2

2w

<1d

Rodrigues et al. (2021)

  

CS1, Software Engineering classrooms

6

1w

6w

This study

X

X

CS1, STEM classrooms

7

2w

14w

  1. GM Game fiction, CC Competitive-collaborative, #M Number of measures, MS Measures spacing, ID Intervention duration, m months, w weeks, d day