A disclosure of two terms Gameful, Playful and Affordance in scientific literature (2006 - 2016)
A divulgação dos termos Gameful, Playful e Affordance na literatura científica (2006 - 2016)
Main Article Content
This article aims to analyze the diffusion of online terms: gaming, layful and affordance in the scientific literature from 2006 to 2016. The gamification seen being the object of study of many researchers around the world, a majority seeking a better application of the Game mechanics in non-game context. The theme terms (motivation), playful (game process) and gameful (non-game context) are new, are not available for a Portuguese translation, only playful is used to explain processes related to ludification. A methodology used to search for a database, one of the largest in citations and summary of peer-reviewed literature, a Scopus, characterized as a descriptive exploratory quantitative approach, a method used for bibliometric analysis. As a result, it was identified that there is a diffusion of concepts throughout the studied period, with the years 2012 to 2016 showing the greatest growth. The publications are concentrated in the subareas: of social sciences, arts, humanities and computer science, related to the study of human behavior. The United States, the United Kingdom, Canada and Taiwan are the main knowledge-diffuser countries (78% of publications), English and French online as the main language. An analysis of the data revealed a multiplicity of study for the countries concerned, as well as an interdisciplinarity of gamification and its convergence in other areas of knowledge.