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Framework for Designing and Evaluating Game Achievements
16 references·16 citing·44 second hopsampled
Framework for Designing and Evaluating Game Achievements (2011)Framework for Designing and Evaluating Ga…Building Customer Relationship through Game Mechanics in Social Games (2011)Building Customer Relationshi…Badges in Social Media: A Social Psychological Perspective (2011)Badges in Social Media: A Soc…"Gamification" from the perspective of service marketing (2011)"Gamification" from the persp…World of Warcraft (2010)World of WarcraftGame design as marketing: How game mechanics create demand for virtual goods (2010)Game design as marketing: How…Applying game achievement systems to enhance user experience in a photo sharing service (2009)Applying game achievement sys…The Art of Game Design (2008)The Art of Game DesignGames without Frontiers: Theories and Methods for Game Studies and Design (2008)Games without Frontiers: Theo…Defining Game Mechanics (2008)Defining Game MechanicsYour loyalty program is betraying you. (2006)Your loyalty program is betra…The Goal-Gradient Hypothesis Resurrected: Purchase Acceleration, Illusionary Goal Progress, and Customer Retention (2006)The Goal-Gradient Hypothesis …The Endowed Progress Effect: How Artificial Advancement Increases Effort (2006)The Endowed Progress Effect: …Patterns in game design (2004)Patterns in game designRules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)A meta-analytic review of exp…The cognition-emotion process in achievement-related contexts. (1979)The cognition-emotion process…Games based learning in accounting education – which dimensions are the most relevant? (2021)Games based learning in accou…Tailored gamification and serious game framework based on fuzzy logic for saving energy in connected thermostats (2020)Tailored gamification and ser…Festival gamification: Conceptualization and scale development (2019)Festival gamification: Concep…The Effects of Badges and Avatar Identification on Play and Making in Educational Games (2018)The Effects of Badges and Ava…Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild (2018)Collecting Pokémon or receivi…A Wide View on Gamification (2018)A Wide View on GamificationDeveloping a Comprehensive Engagement Framework of Gamification for Reflective Learning (2016)Developing a Comprehensive En…Building Better Digital Badges (2016)Building Better Digital BadgesModel-Driven Serious Game Development Integration of the Gamification Modeling Language GaML with Unity (2015)Model-Driven Serious Game Dev…The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game (2014)The Use of Player-centered Po…Implementing Gamification: Requirements and Gamification Platforms (2014)Implementing Gamification: Re…Gamification in Fostering Creativity (2014)Gamification in Fostering Cre…Gamification and serious game approaches for adult literacy tablet software (2014)Gamification and serious game…Experiences gamifying developer adoption of practices and tools (2014)Experiences gamifying develop…Du game design au gamefulness : définir la gamification (2014)Du game design au gamefulness…A History and Frameworks of Digital Badges in Education (2014)A History and Frameworks of D…The Psychology of Interpersonal Relations. (1958)A Coefficient of Agreement for Nominal Scales (1960)Intrinsic Motivation and Self-Determination in Human Behavior (1988)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)The Power of Feedback (2007)Statistical principles in experimental design. (1962)Psychological stress and the coping process (1966)A theory of motivation for some classroom experiences. (1979)Toward an Integration of Cognitive and Motivational Perspectives on Social Inference: A Biased Hypothesis-Testing Model (1987)Social stigma: The affective consequences of attributional ambiguity. (1991)The Meaning and Consequences of Perceived Discrimination in Disadvantaged and Privileged Social Groups (2002)Prospect Theory: An Analysis of Decision under Risk (1979)Toward a positive theory of consumer choice (1980)Prospect theory: An analysis of decision under risk (1988)The habitual consumer (2009)Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Do badges increase user activity? A field experiment on the effects of gamification (2015)Management. Tasks, Responsibilities, Practices. (1975)Competitive Strategy: Techniques for Analyzing Industries and Competitors (1980)Motivations for Play in Online Games (2006)Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment (2015)Why do players buy in-game content? An empirical study on concrete purchase motivations (2016)"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games (2019)Effects of externally mediated rewards on intrinsic motivation. (1971)Status Characteristics and Social Interaction (1972)Using Social Psychology to Motivate Contributions to Online Communities (2005)A case study in the gamification of a university-level games development course (2013)Need-supporting gamification in education: An assessment of motivational effects over time (2018)Gig-workers’ motivation: thinking beyond carrots and sticks (2019)Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Fundamentals of game design (2010)My life as a night elf priest: an anthropological account of World of Warcraft (2010)A review of water-related serious games to specify use in environmental Multi-Criteria Decision Analysis (2018)Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training (2020)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gamification and Mobile Marketing Effectiveness (2016)Serious games and the gamification of tourism (2016)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)At Least Nine Ways to Play: Approaching Gamer Mentalities (2010)Digital Game Dynamics Preferences and Player Types (2017)Game Classification and Game Design (2006)Unit Operations: An Approach to Videogame Criticism (2006)
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References

  • 1999A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.7,172 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2008The Art of Game Design1,906 cited
  • 2006The Goal-Gradient Hypothesis Resurrected: Purchase Acceleration, Illusionary Goal Progress, and Customer Retention715 cited
  • 1979The cognition-emotion process in achievement-related contexts.551 cited
  • 2004Patterns in game design498 cited
  • 2008Defining Game Mechanics409 cited
  • 2010Game design as marketing: How game mechanics create demand for virtual goods328 cited
  • 2011Badges in Social Media: A Social Psychological Perspective297 cited
  • 2008Games without Frontiers: Theories and Methods for Game Studies and Design275 cited
  • 2010World of Warcraft274 cited
  • 2006The Endowed Progress Effect: How Artificial Advancement Increases Effort246 cited
  • 2006Your loyalty program is betraying you.198 cited
  • 2009Applying game achievement systems to enhance user experience in a photo sharing service157 cited
  • 2011"Gamification" from the perspective of service marketing99 cited

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2011
Building Customer Relationship through Game Mechanics in Social Games
80 cited

Cited by

  • 2019Festival gamification: Conceptualization and scale development70 cited
  • 2014Gamification and serious game approaches for adult literacy tablet software70 cited
  • 2016Developing a Comprehensive Engagement Framework of Gamification for Reflective Learning68 cited
  • 2018Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild65 cited
  • 2014Implementing Gamification: Requirements and Gamification Platforms60 cited
  • 2020Tailored gamification and serious game framework based on fuzzy logic for saving energy in connected thermostats55 cited
  • 2021Games based learning in accounting education – which dimensions are the most relevant?55 cited
  • 2014A History and Frameworks of Digital Badges in Education50 cited
  • 2018The Effects of Badges and Avatar Identification on Play and Making in Educational Games49 cited
  • 2015Model-Driven Serious Game Development Integration of the Gamification Modeling Language GaML with Unity48 cited
  • 2014The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game48 cited
  • 2016Building Better Digital Badges48 cited
  • 2018A Wide View on Gamification48 cited
  • 2014Gamification in Fostering Creativity47 cited
  • 2014Experiences gamifying developer adoption of practices and tools46 cited
  • 2014Du game design au gamefulness : définir la gamification46 cited