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Game reward systems: Gaming experiences and social meanings
16 references·16 citing·39 second hopsampled
Game reward systems: Gaming experiences and social meanings (2011)Game reward systems: Gaming experiences a…The Ambiguity of Play (2009)The Ambiguity of PlayPersuasive games: the expressive power of videogames (2008)Persuasive games: the express…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Well-being : the foundations of hedonic psychology (1999)Well-being : the foundations …The media equation: how people treat computers, television, and new media like real people and places (1997)The media equation: how peopl…The psychology of curiosity: A review and reinterpretation. (1994)The psychology of curiosity: …Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Goals: An approach to motivation and achievement. (1988)Goals: An approach to motivat…Anticipation and the Valuation of Delayed Consumption (1987)Anticipation and the Valuatio…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Man, Play, and Games. (1963)Man, Play, and Games.Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Impact of Intrinsic and Extrinsic Gaming Elements on Online Purchase Intention (2022)Impact of Intrinsic and Extri…Do games reduce maths anxiety? A meta-analysis (2022)Do games reduce maths anxiety…Understanding massively multiplayer online role‐playing game addiction: A hedonic management perspective (2020)Understanding massively multi…Real World Games Look Like Spinning Tops (2020)Real World Games Look Like Sp…Gamification Acceptance for Learners with Different E-Skills (2020)Gamification Acceptance for L…The Effects of Badges and Avatar Identification on Play and Making in Educational Games (2018)The Effects of Badges and Ava…Greater rewards in videogames lead to more presence, enjoyment and effort (2018)Greater rewards in videogames…Enhancing student engagement in business sustainability through games (2018)Enhancing student engagement …Associations among scaffold presentation, reward mechanisms and problem-solving behaviors in game play (2018)Associations among scaffold p…Leaderboards within educational videogames: The impact of difficulty, effort and gameplay (2017)Leaderboards within education…From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems (2017)From Games to Gamification: A…The higher the score, the higher the learning outcome? Heterogeneous impacts of leaderboards and choice within educational videogames (2016)The higher the score, the hig…We don’t need no stinkin’ badges: The impact of reward features and feeling rewarded in educational games (2015)We don’t need no stinkin’ bad…The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game (2014)The Use of Player-centered Po…Gamification in educational software development (2014)Gamification in educational s…Videogame reward types (2013)Videogame reward typesSituated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Motivational determinants of risk-taking behavior. (1957)Achievement motivation: Conceptions of ability, subjective experience, task choice, and performance. (1984)An Attributional Theory of Motivation and Emotion (1986)Achievement goals in the classroom: Students' learning strategies and motivation processes. (1988)Implicit Theories of Intelligence Predict Achievement Across an Adolescent Transition: A Longitudinal Study and an Intervention (2007)Development and Validation of the Short Grit Scale (Grit–S) (2009)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)The benefits of playing video games. (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Internet Addiction: The Emergence of a New Clinical Disorder (1998)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Prospect theory: An analysis of decision under risk (1988)Conservation of resources: A new attempt at conceptualizing stress. (1989)Subjective well-being: Three decades of progress. (1999)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)Stress: Appraisal and Coping (2013)The Principles of Psychology (1891)Judgment under Uncertainty: Heuristics and Biases (1975)Strengths of Character and Well-Being (2004)Autonomy, competence, and relatedness in the classroom (2009)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Machines and Mindlessness: Social Responses to Computers (2000)The Limited Capacity Model of Mediated Message Processing (2000)Assessing Acceptance of Assistive Social Agent Technology by Older Adults: the Almere Model (2010)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1999Well-being : the foundations of hedonic psychology7,445 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1997The media equation: how people treat computers, television, and new media like real people and places4,887 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 1988Goals: An approach to motivation and achievement.3,089 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 1994The psychology of curiosity: A review and reinterpretation.2,735 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 1987Anticipation and the Valuation of Delayed Consumption1,330 cited
  • 2009The Ambiguity of Play1,313 cited
  • 1963Man, Play, and Games.1,310 cited
  • 2004A Theory of Fun for Game Design

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1,110 cited

Cited by

  • 2020Understanding massively multiplayer online role‐playing game addiction: A hedonic management perspective154 cited
  • 2018Associations among scaffold presentation, reward mechanisms and problem-solving behaviors in game play65 cited
  • 2018Greater rewards in videogames lead to more presence, enjoyment and effort64 cited
  • 2022Do games reduce maths anxiety? A meta-analysis59 cited
  • 2017From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems55 cited
  • 2018The Effects of Badges and Avatar Identification on Play and Making in Educational Games49 cited
  • 2020Real World Games Look Like Spinning Tops49 cited
  • 2014The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game48 cited
  • 2016The higher the score, the higher the learning outcome? Heterogeneous impacts of leaderboards and choice within educational videogames45 cited
  • 2017Leaderboards within educational videogames: The impact of difficulty, effort and gameplay42 cited
  • 2020Gamification Acceptance for Learners with Different E-Skills41 cited
  • 2015We don’t need no stinkin’ badges: The impact of reward features and feeling rewarded in educational games40 cited
  • 2018Enhancing student engagement in business sustainability through games38 cited
  • 2013Videogame reward types38 cited
  • 2014Gamification in educational software development31 cited
  • 2022Impact of Intrinsic and Extrinsic Gaming Elements on Online Purchase Intention29 cited