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A casual revolution: reinventing video games and their players
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  • 2013The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games448 cited
  • 2011Do you identify as a gamer? Gender, race, sexuality, and gamer identity445 cited
  • 2014Player Types: A Meta-synthesis355 cited
  • 2013Effects of video-game play on information processing: A meta-analytic investigation348 cited
  • 2016What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture342 cited
  • 2016The Routledge Handbook of Language Learning and Technology299 cited
  • 2012Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public235 cited
  • 2014Shallow Gamification208 cited
  • 2018Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?207 cited
  • 2013Dark Patterns in the Design of Games168 cited
  • 2016It’s About Ethics in Games Journalism? Gamergaters and Geek Masculinity160 cited
  • 2015Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form146 cited
  • 2017The motivational pull of video game feedback, rules, and social interaction: Another self-determination theory approach138 cited
  • 2019

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Main gamification concepts: A systematic mapping study
137 cited
  • 2014“Everyone Can Make Games!”: The post-feminist context of women in digital game production134 cited
  • 2016Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy130 cited