Gamification involves incorporating elements of online games, such as points, leaderboards, and badges into non-game contexts, in order to improve engagement with both employees and consumers. The main point of this paper is, to sum up, what previous authors investigated in the field of Gamification. An analysis of the literature covering 50 papers from 2011 to 2016 was conducted, using Leximancer software, to determine and shape the main themes and concepts proposed in gamification papers. Answering our research question, "What guidelines may provide to future research, the key themes and concepts found in published scientific papers on gamification?", we conclude that the researchers identified eight themes (gamification; game; use; users; business; points; engagement; learning) and twenty-eight related concepts. The present systematic review contributes to establishing possible guidelines for prospective studies, based on the analyzed papers, considering particularly their 'Conclusions' and on the 'Future research' sections, integrating game design contents in business, learning and education. Further, highlights the usefulness of Leximancer for qualitative content analysis, in this field of research.
Thermal and mineral spa treatments are an important therapeutic tool backed by centuries of experience and numerous scientific studies showing its effectiveness. The research consisted of content analysis of 1,254 customer reviews posted online from 2015 to 2019. Qualitative analysis identified five key themes: thermal (spa), staff, room, location, and pool. On a theoretical level, this research’s results help to fill research gaps in the literature by separating attributes linked to satisfaction from those related to dissatisfaction. This study is different as we focus on the factors affecting tourism satisfaction and dissatisfaction in thermal and mineral spas using sentiment analysis.
1 October 2019 in International Journal of Hospitality Management