Selection process for the literature review
| Step 1 | Keywords “Workplace learning” and “Gamification” “Workplace learning” “Gamification” and (“learning” OR “education”) | Database Scopus | |
| Remaining total matches: 6625 | |||
| Step 2 | Source type Peer-reviewed academic papers | Language English | Period 1990–October 2020 |
| Remaining total matches: 3351 | |||
| Step 3 | Quality assurance VHB-JOURQUAL 3 | ||
| Remaining total matches: 117 | |||
| Step 4 | Content Screening Screening of title and abstract | ||
| Remaining total matches: 31 | |||
| Step 5 | In-depth analysis Read the remaining articles in their entirety Scansion of references | Data synthesis Concept-centric approach | Concept expansion Multiple searches relevant to identified concepts |
| Total matches: 54 | |||
| Step 6 | Update Replicating steps 1, 2, and 4 while considering the 400 highest cited results for each query in the period 2021–2023 | ||
| Final matches: 78 | |||
| Step 1 | |||
| Remaining total matches: 6625 | |||
| Step 2 | |||
| Remaining total matches: 3351 | |||
| Step 3 | |||
| Remaining total matches: 117 | |||
| Step 4 | |||
| Remaining total matches: 31 | |||
| Step 5 | |||
| Total matches: 54 | |||
| Step 6 | |||
| Final matches: 78 | |||
Source(s): Authors' own work following Keding (2020)
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