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State-of-the-art in Business Games
16 references·0 citing·38 second hop
State-of-the-art in Business Games (2015)State-of-the-art in Business GamesMotivation and Personality (2016)Motivation and PersonalityAssessment in and of Serious Games: An Overview (2013)Assessment in and of Serious …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Gamification (2012)GamificationFor the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…A User-Centered Theoretical Framework for Meaningful Gamification (2012)A User-Centered Theoretical F…Toward an understanding of flow in video games (2008)Toward an understanding of fl…Persuasive games: the expressive power of videogames (2008)Persuasive games: the express…Designing games with a purpose (2008)Designing games with a purposeThe Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…GameFlow (2005)GameFlowWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Handbook of Self-Determination Research (2004)Handbook of Self-Determinatio…What video games have to teach us about learning and literacy (2003)What video games have to teac…Motivation and Personality (1997)Motivation and PersonalityPerceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Situated 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)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)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)Flow: the psychology of optimal experience (1990)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow: The Psychology of Optimal Experience (1991)Measuring and defining the experience of immersion in games (2008)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Gamification in theory and action: A survey (2014)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)Handbook of Positive Psychology (2001)Les passions de l'âme: On obsessive and harmonious passion. (2003)Pursuing Happiness: The Architecture of Sustainable Change (2005)Self‐determination theory and work motivation (2005)The Camberwell Assessment of Need: The Validity and Reliability of an Instrument to Assess the Needs of People with Severe Mental Illness (1995)Toward A Hierarchical Model of Intrinsic and Extrinsic Motivation (1997)The Unfolding Story of the Second Demographic Transition (2010)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1997Motivation and Personality15,128 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2004Handbook of Self-Determination Research4,542 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2005GameFlow2,122 cited
  • 2016Motivation and Personality1,801 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 2008Designing games with a purpose1,155 cited
  • 2012Gamification726 cited
  • 2013Assessment in and of Serious Games: An Overview595 cited
  • 2012A User-Centered Theoretical Framework for Meaningful Gamification563 cited
  • 2008Toward an understanding of flow in video games

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