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Gamification of Online Surveys: Design Process, Case Study, and Evaluation
11 references·1 citing·42 second hop
Gamification of Online Surveys: Design Process, Case Study, and Evaluation (2015)Gamification of Online Surveys: Design Pr…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Effects of gamification on participation and data quality in a real-world market research domain (2013)Effects of gamification on pa…Designing Attractive Gamification Features for Collaborative Storytelling Websites (2013)Designing Attractive Gamifica…Myths and Realities of Respondent Engagement in Online Surveys (2012)Myths and Realities of Respon…For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Analysis and application of gamification (2012)Analysis and application of g…From game design elements to gamefulness (2011)From game design elements to …From game design elements to gamefulness (2011)From game design elements to …Total engagement: using games and virtual worlds to change the way people work and businesses compete (2010)Total engagement: using games…Formulare als „Fließband“ der Verwaltung? Zur Rationalisierung und Standardisierung von Kommunikationsbeziehungen (2009)Formulare als „Fließband“ der…GameFlow (2005)GameFlowPotential and effects of personalizing gameful fitness applications using behavior change intentions and Hexad user types (2021)Potential and effects of pers…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 Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The application and impact of gamification funware on trip planning and experiences: the case of TripAdvisor’s funware (2015)Gig-workers’ motivation: thinking beyond carrots and sticks (2019)Does gamification affect brand engagement and equity? A study in online brand communities (2020)The Evolution of Reciprocal Altruism (1971)How to make a decision: The analytic hierarchy process (1990)What Video Games Have to Teach Us about Learning and Literacy (2004)Gamification for Learning (2014)How does the web game design influence the behavior of e-banking users? (2017)Are we ready for Gamification? An exploratory analysis in a developing country (2019)The theory of planned behavior (1991)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Handbook of Social Psychology (1969)Response strategies for coping with the cognitive demands of attitude measures in surveys (1991)Reality is broken: why games make us better and how they can change the world (2012)Is the Sky Falling? New Technology, Changing Media, and the Future of Surveys (2013)Fostering Development of Work Competencies and Motivation via Gamification (2016)Are applicants in favor of traditional or gamified assessment methods? Exploring applicant reactions towards a gamified selection method (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Conceptualizing, Measuring, and Managing Customer-Based Brand Equity (1993)Designing interactive systems through a game lens: An ethnographic approach (2015)Would you like to play? A comparison of a gamified survey with a traditional online survey method (2019)The More, the Merrier? - How Adding and Removing Game Design Elements Impact Motivation and Performance in a Gamification Environment (2021)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)The benefits of playing video games. (2013)Rules of Play: Game Design Fundamentals (2003)Improving participation and learning with gamification (2013)Play As You Learn: Gamification as a Technique for Motivating Learners (2013)How to design gamification? A method for engineering gamified software (2017)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)Gaming the Quantified Self (2013)Effectiveness of gamification in the engagement of students (2015)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2005GameFlow2,122 cited
  • 2010Total engagement: using games and virtual worlds to change the way people work and businesses compete410 cited
  • 2011From game design elements to gamefulness367 cited
  • 2012Myths and Realities of Respondent Engagement in Online Surveys237 cited
  • 2012Analysis and application of gamification234 cited
  • 2013Effects of gamification on participation and data quality in a real-world market research domain103 cited
  • 2013Designing Attractive Gamification Features for Collaborative Storytelling Websites100 cited
  • 2009Formulare als „Fließband“ der Verwaltung? Zur Rationalisierung und Standardisierung von Kommunikationsbeziehungen17 cited

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  • 2021Potential and effects of personalizing gameful fitness applications using behavior change intentions and Hexad user types41 cited

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