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International Journal of Advanced Research in Computer and Communication Engineering A monthly Peer-reviewed & Refereed journal
ISSN Online 2278-1021ISSN Print 2319-5940Since 2012
IJARCCE adheres to the suggestive parameters outlined by the University Grants Commission (UGC) for peer-reviewed journals, upholding high standards of research quality, ethical publishing, and academic excellence.
← Back to VOLUME 14, ISSUE 6, JUNE 2025

Gamification Model and Behavior Analysis Using NLP

Reshma Markad, Tanuja Misal, Pallavi Patil, Shreya Pol, Prof. M. S. Rane

DOI: 10.17148/IJARCCE.2025.14606
Abstract Gamification is a trending topic in study and practice, drawing the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human-computer interaction, and health. In this paper, we present a systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants. We outline current theoretical understandings of gamification and draw comparisons to related approaches, including alternate reality games (ARGs), games with a purpose (GWAPs), and gameful design. We present a multidisciplinary review of gamification in action, focusing on empirical findings related to purpose and context, design of systems, approaches and techniques, and user impact. This project introduces an innovative web-based platform that combines interactive gaming with mental and emotional health analysis. Leveraging the power of Natural Language Processing (NLP) and Large Language Models (LLMs), the platform aims to create a supportive and engaging environment for users to explore their emotions and mental well-being. By integrating gamified elements, the system provides a more approachable and interactive way to engage with personal mental health assessments, making it appealing and accessible to a wide range of users. Overall, this platform provides a comprehensive and user-friendly approach to mental health assessment. By utilizing interactive games and intelligent NLP-driven analysis, the system helps users gain insights into their emotional health in an engaging and approachable way. This unique blend of entertainment and mental health evaluation promotes self-awareness and proactive mental well-being, empowering users to take control of their emotional health with personalized insights and actionable advice.

Keywords: Gamification, Natural Language Processing (NLP), Large Language Models (LLMs), mental Health, Emotional Health.

How to Cite:

[1] Reshma Markad, Tanuja Misal, Pallavi Patil, Shreya Pol, Prof. M. S. Rane, “Gamification Model and Behavior Analysis Using NLP,” International Journal of Advanced Research in Computer and Communication Engineering (IJARCCE), DOI: 10.17148/IJARCCE.2025.14606