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From Gamification to Gameful Design and Gameful Experience in Learning
16 references·16 citing·29 second hopsampled
From Gamification to Gameful Design and Gameful Experience in Learning (2015)From Gamification to Gameful Design and G…A THEORY OF HUMAN MOTIVATION (2017)A THEORY OF HUMAN MOTIVATIONThe Concept of Flow (2014)The Concept of FlowThe Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …From game design elements to gamefulness (2011)From game design elements to …A Motivational Model of Video Game Engagement (2010)A Motivational Model of Video…The Art of Game Design (2008)The Art of Game DesignIntrinsic Versus Extrinsic Goal Contents in Self-Determination Theory: Another Look at the Quality of Academic Motivation (2006)Intrinsic Versus Extrinsic Go…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Handbook of Positive Psychology (2001)Handbook of Positive Psycholo…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic Motivation and Self…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self…A theory of human motivation. (1943)A theory of human motivation.From badges to boss challenges: Gamification through need-supporting scaffolded design to instruct and motivate elementary learners (2023)From badges to boss challenge…The art of gamifying digital gig workers: a theoretical assessment of evaluating engagement and motivation (2022)The art of gamifying digital …Supporting Student Engagement Through the Gamification of Learning Activities: A Design-Based Research Approach (2021)Supporting Student Engagement…Ocean literacy gamified: A systematic evaluation of the effect of game elements on students’ learning experience (2021)Ocean literacy gamified: A sy…La gamificación en el ámbito educativo español: revisión sistemática (Gamification in the Spanish educational field: a systematic review) (2021)La gamificación en el ámbito …Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning (2021)Is Sustainable Online Learnin…Gamified Learning Theory: The Moderating role of learners' learning tendencies (2021)Gamified Learning Theory: The…Games based learning in accounting education – which dimensions are the most relevant? (2021)Games based learning in accou…Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students (2021)Effects of digital escape roo…Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences (2021)Differences in Learning Motiv…A Bibliometric Analysis of Gamification Research (2021)A Bibliometric Analysis of Ga…Towards a motivational design? Connecting gamification user types and online learning activities (2020)Towards a motivational design…Examining the Effects of Immersive Game-Based Learning on Student Engagement and the Development of Collaboration, Communication, Creativity and Critical Thinking (2020)Examining the Effects of Imme…How Different Personalities Benefit From Gamification (2019)How Different Personalities B…Online learning readiness and attitudes towards gaming in gamified online learning – a mixed methods case study (2018)Online learning readiness and…Adaptation in Affective Video Games: A Literature Review (2016)Adaptation in Affective Video…Society and the Adolescent Self-Image (1965)The Satisfaction With Life Scale (1985)Self-Efficacy: The Exercise of Control (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)Mental Illness and/or Mental Health? Investigating Axioms of the Complete State Model of Health. (2005)Positive Psychology Progress: Empirical Validation of Interventions. (2005)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)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)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Purposive Behavior in Animals and Men (1950)Wisdom of the Body (1978)Social Conditions as Fundamental Causes of Health Inequalities: Theory, Evidence, and Policy Implications (2010)A Review of School Climate Research (2013)The psychology of interpersonal relations. (1958)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Subjective well-being: Three decades of progress. (1999)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)A three-component conceptualization of organizational commitment (1991)Why we buy what we buy: A theory of consumption values (1991)
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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 1985Intrinsic Motivation and Self-Determination in Human Behavior26,744 cited
  • 1943A theory of human motivation.21,512 cited
  • 1988Intrinsic Motivation and Self-Determination in Human Behavior15,312 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2017A THEORY OF HUMAN MOTIVATION11,320 cited
  • 2001Handbook of Positive Psychology9,133 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2008The Art of Game Design1,906 cited
  • 2006Intrinsic Versus Extrinsic Goal Contents in Self-Determination Theory: Another Look at the Quality of Academic Motivation1,791 cited
  • 2014The Concept of Flow1,607 cited
  • 2010A Motivational Model of Video Game Engagement1,419 cited

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  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • Cited by

    • 2020Towards a motivational design? Connecting gamification user types and online learning activities156 cited
    • 2021Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students143 cited
    • 2018Online learning readiness and attitudes towards gaming in gamified online learning – a mixed methods case study139 cited
    • 2021A Bibliometric Analysis of Gamification Research102 cited
    • 2021Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning94 cited
    • 2020Examining the Effects of Immersive Game-Based Learning on Student Engagement and the Development of Collaboration, Communication, Creativity and Critical Thinking87 cited
    • 2021Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences81 cited
    • 2021La gamificación en el ámbito educativo español: revisión sistemática (Gamification in the Spanish educational field: a systematic review)80 cited
    • 2016Adaptation in Affective Video Games: A Literature Review80 cited
    • 2021Games based learning in accounting education – which dimensions are the most relevant?55 cited
    • 2023From badges to boss challenges: Gamification through need-supporting scaffolded design to instruct and motivate elementary learners55 cited
    • 2021Ocean literacy gamified: A systematic evaluation of the effect of game elements on students’ learning experience52 cited
    • 2021Gamified Learning Theory: The Moderating role of learners' learning tendencies50 cited
    • 2022The art of gamifying digital gig workers: a theoretical assessment of evaluating engagement and motivation48 cited
    • 2021Supporting Student Engagement Through the Gamification of Learning Activities: A Design-Based Research Approach41 cited
    • 2019How Different Personalities Benefit From Gamification39 cited