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The Achievement Machine : Understanding Xbox 360 Achievements in Gaming Practices
0 references·4 citing·19 second hopsampled
The Achievement Machine : Understanding Xbox 360 Achievements in Gaming Practices (2011)The Achievement Machine : Understanding X…Do badges increase user activity? A field experiment on the effects of gamification (2015)Do badges increase user activ…Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …The effect of virtual achievements on student engagement (2013)The effect of virtual achieve…Digital badges in education (2013)Digital badges in education2007 Presidential Address—The End(s) of Testing (2007)Forward and backward, horizontal and vertical: Transformation of occupational credentialing in the schooled society (2011)Are badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Gamification of Education: A Review of Literature (2014)The effect of gamification on motivation and engagement (2017)To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course (2017)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The sharing economy: Why people participate in collaborative consumption (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Self-explanations: How students study and use examples in learning to solve problems (1989)Self‐Explanations: How Students Study and Use Examples in Learning to Solve Problems (1989)Eliciting Self‐Explanations Improves Understanding (1994)Gamification in theory and action: A survey (2014)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)A Theory of Social Comparison Processes (1954)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)
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  • 2015Do badges increase user activity? A field experiment on the effects of gamification779 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service741 cited
  • 2013Digital badges in education542 cited
  • 2013The effect of virtual achievements on student engagement533 cited

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