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GAMIFYING INFORMATION SYSTEMS - A SYNTHESIS OF GAMIFICATION MECHANICS AND DYNAMICS
16 references·16 citing·44 second hopsampled
GAMIFYING INFORMATION SYSTEMS - A SYNTHESIS OF GAMIFICATION MECHANICS AND DYNAMICS (2014)GAMIFYING INFORMATION SYSTEMS - A SYNTHES…The Concept of Flow (2014)The Concept of FlowTransforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Gamification (2012)GamificationDefining gamification (2012)Defining gamificationGamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From game design elements to gamefulness (2011)From game design elements to …A Review of the Predictors, Linkages, and Biases in IT Innovation Adoption Research (2006)A Review of the Predictors, L…GameFlow (2005)GameFlowInformation technology and economic performance (2003)Information technology and ec…Analyzing the Past to Prepare for the Future: Writing a Literature Review (2002)Analyzing the Past to Prepare…Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Time Flies When You’re Having…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Beyond Computation: Information Technology, Organizational Transformation and Business Performance (2000)Beyond Computation: Informati…Perceived Self-Efficacy in Cognitive Development and Functioning (1993)Perceived Self-Efficacy in Co…Gamification in education and training: A literature review (2025)Gamification in education and…When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App (2022)When Gamification Spoils Your…The impact of peer competition and collaboration on gamified learning performance in educational settings: a Meta-analytical study (2021)The impact of peer competitio…A systematic evaluation of game elements effects on students’ motivation (2021)A systematic evaluation of ga…Running on a social exercise platform: Applying self-determination theory to increase motivation to participate in a sporting event (2020)Running on a social exercise …Inducing individuals to engage in a gamified platform for environmental conservation (2020)Inducing individuals to engag…A personalized gamification method for increasing user engagement in social networks (2019)A personalized gamification m…What’s in the Game? Developing a Taxonomy of Gamification Concepts for Health Apps (2018)What’s in the Game? Developin…Individualizing gamified systems: The role of trait competitiveness and leaderboard design (2018)Individualizing gamified syst…Developing a gamified mobile application to encourage sustainable energy use in the office (2018)Developing a gamified mobile …A Systematic Review of Gamification Research (2018)A Systematic Review of Gamifi…How does the web game design influence the behavior of e-banking users? (2017)How does the web game design …Gamification's impact on manufacturing: Enhancing job motivation, satisfaction and operational performance with smartphone‐based gamified job design (2017)Gamification's impact on manu…Gamification in MOOCs to enhance users' goal achievement (2017)Gamification in MOOCs to enha…Social Collaboration and Gamification (2016)Social Collaboration and Gami…The role of gamification in education–a literature review (2014)The role of gamification in e…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)Trust and TAM in Online Shopping: An Integrated Model1 (2003)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A social-cognitive approach to motivation and personality. (1988)A Theory of Goal Setting and Task Performance (1991)Self-Efficacy Beliefs in Academic Settings (1996)Teacher Efficacy: Its Meaning and Measure (1998)Teacher efficacy: capturing an elusive construct (2001)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow: The Psychology of Optimal Experience (1991)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)Information Systems Success: The Quest for the Dependent Variable (1992)Strategies for Theorizing from Process Data (1999)Review : Knowledge Management and Knowledge Management Systems: Conceptual Foundations And Research Issues1,2 (2001)Literature review as a research methodology: An overview and guidelines (2019)Opinion Paper: “So what if ChatGPT wrote it?” Multidisciplinary perspectives on opportunities, challenges and implications of generative conversational AI for research, practice and policy (2023)We’d better watch out (1987)Paradox Lost? Firm-Level Evidence on the Returns to Information Systems Spending (1996)Shaping Agility through Digital Options: Reconceptualizing the Role of Information Technology in Contemporary Firms1 (2003)The Skill Content of Recent Technological Change: An Empirical Exploration (2003)Review: Information Technology and Organizational Performance: An Integrative Model of IT Business Value1 (2004)The psychology of interpersonal relations. (1958)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)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)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)
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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1993Perceived Self-Efficacy in Cognitive Development and Functioning7,650 cited
  • 2002Analyzing the Past to Prepare for the Future: Writing a Literature Review7,440 cited
  • 2000Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage14,725 cited
  • 2000Beyond Computation: Information Technology, Organizational Transformation and Business Performance3,326 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2005GameFlow2,122 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2014The Concept of Flow1,607 cited
  • 2012Defining gamification1,155 cited
  • 2006A Review of the Predictors, Linkages, and Biases in IT Innovation Adoption Research1,135 cited
  • 2003Information technology and economic performance955 cited
  • 2012Gamification726 cited

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  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • Cited by

    • 2014The role of gamification in education–a literature review136 cited
    • 2018Developing a gamified mobile application to encourage sustainable energy use in the office121 cited
    • 2020Inducing individuals to engage in a gamified platform for environmental conservation109 cited
    • 2018A Systematic Review of Gamification Research108 cited
    • 2021A systematic evaluation of game elements effects on students’ motivation98 cited
    • 2017Gamification's impact on manufacturing: Enhancing job motivation, satisfaction and operational performance with smartphone‐based gamified job design94 cited
    • 2020Running on a social exercise platform: Applying self-determination theory to increase motivation to participate in a sporting event83 cited
    • 2017How does the web game design influence the behavior of e-banking users?79 cited
    • 2025Gamification in education and training: A literature review75 cited
    • 2018Individualizing gamified systems: The role of trait competitiveness and leaderboard design73 cited
    • 2022When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App55 cited
    • 2021The impact of peer competition and collaboration on gamified learning performance in educational settings: a Meta-analytical study54 cited
    • 2016Social Collaboration and Gamification52 cited
    • 2017Gamification in MOOCs to enhance users' goal achievement52 cited
    • 2018What’s in the Game? Developing a Taxonomy of Gamification Concepts for Health Apps51 cited
    • 2019A personalized gamification method for increasing user engagement in social networks46 cited