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GAMEHEARTS
The review followed the PRISMA 2020 protocol to examine how gamification intersects with equity, diversity, and inclusion.
This report synthesizes a systematic literature review, conducted under the PRISMA 2020 protocol, examining how gamification intersects with equity, diversity, and inclusion (EDI). From 1,101 screened records, 20 studies were included, and the findings indicate that gamification is being deployed both to advance EDI for marginalised groups and to make gamified design itself more inclusive across gender, age, and disability. The primary goal is to map the state of the art and identify where evidence is strong and where it is thin.
The included studies target a broad range of groups, including those defined by gender, age, disability, language, sexual orientation, and immigrant status. Education is the dominant application setting, followed by health. Gender-specific tailoring is the most common equity focus, with five studies addressing binary gender differences. Achievement-based elements such as points, leaderboards, and badges appear in all 20 studies and represent the most frequently used design approach, while social and immersive mechanics receive comparatively little attention.
Of the 18 empirical studies, roughly half were controlled experiments, and most relied on questionnaires and descriptive or inferential statistics, with interaction logs also used in some work. Psychological outcomes were measured in 17 studies and behavioural outcomes in 12. Gamification most often produced positive effects on experience, attitude, and performance, with five of seven performance studies reporting gains. Effects on perceived effort, anxiety, and motivation, however, were mixed.
The authors conclude that gamification shows real promise for advancing EDI, but the evidence base has clear limitations. Research gaps persist for ethnic and socioeconomic minorities, and for contexts such as corporate training and social media. The report thus positions gamification as a promising but still underexplored tool, with substantial opportunity for more inclusive, socially oriented design research.