Xiao, RuoweiWu, ZhanweiBuruk, Oguz TuranHamari, Juho2020-12-242020-12-242021-01-05978-0-9981331-4-0http://hdl.handle.net/10125/71200Gamification is considered as a promising approach to enhance people’s engagement in many social or technical systems, thus is supposed to play an important role in future Internet of Everything (IoE). Although gamification elements have already been reported in various IoT research, there still lacks answers about how gamification may affect user engagement in IoT systems and through what paths. In present work, we are synthesizing and analyzing existing research efforts in these emerging fields to provide implications for future IoE development. The results are categorized into three dimensions by considering cognitive-behavioral outcome, procedural stage and population scale.10 pagesEnglishAttribution-NonCommercial-NoDerivatives 4.0 InternationalThe Internet of Everything: Converging the Internet of People (IoP) and the Internet of Things (IoT)engagementgamificationiotEnhance User Engagement using Gamified Ineternet of Things10.24251/HICSS.2021.583