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Digital Games and Beyond: What Happens When Players Compete?1
16 references·16 citing·25 second hopsampled
Digital Games and Beyond: What Happens When Players Compete?1 (2013)Digital Games and Beyond: What Happens Wh…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…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…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…The Role of Emotions in Marketing (1999)The Role of Emotions in Marke…A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)A meta-analytic review of exp…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Cooperation and Competition: Theory and Research (1989)Cooperation and Competition: …Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic Motivation and Self…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self…Rank-Order Tournaments as Optimum Labor Contracts (1981)Rank-Order Tournaments as Opt…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Rank-Order Tournaments as Optimum Labor Contracts (1979)Rank-Order Tournaments as Opt…Design and Analysis: A Researcher's Handbook (1975)Design and Analysis: A Resear…Beyond boredom and anxiety (1975)Beyond boredom and anxietyAn approach to environmental psychology (1974)An approach to environmental …Serious Gaming for Behaviour Change: A Systematic Review (2022)Serious Gaming for Behaviour …How gamification drives consumer citizenship behaviour: The role of perceived gamification affordances (2022)How gamification drives consu…Two decades of game concepts in digital learning environments – A bibliometric study and research agenda (2021)Two decades of game concepts …The effects of competition in digital game-based learning (DGBL): a meta-analysis (2020)The effects of competition in…Inducing individuals to engage in a gamified platform for environmental conservation (2020)Inducing individuals to engag…Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs (2020)Capturing the complexity of g…Using Organismic Integration Theory to Explore the Associations Between Users’ Exercise Motivations and Fitness Technology Feature Set Use1 (2019)Using Organismic Integration …Experiences that matter? The motivational experiences and business outcomes of gamified services (2019)Experiences that matter? The …Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing (2018)Cooperation or competition – …How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach (2017)How gamification of an enterp…How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game (2017)How games induce cooperation?…Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same (2016)Research Note—Gamification of…NeuroIS—Alternative or Complement to Existing Methods? Illustrating the Holistic Effects of Neuroscience and Self-Reported Data in the Context of Technostress Research (2014)NeuroIS—Alternative or Comple…A taxonomy of gambling and casino games via social media and online technologies (2014)A taxonomy of gambling and ca…Integrating Biosignals into Information Systems: A NeuroIS Tool for Improving Emotion Regulation (2013)Integrating Biosignals into I…Gamification of Education Using Computer Games (2013)Gamification of Education Usi…The Psychology of Interpersonal Relations. (1958)A Coefficient of Agreement for Nominal Scales (1960)The Power of Feedback (2007)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Significance tests and goodness of fit in the analysis of covariance structures. (1980)On the Evaluation of Structural Equation Models (1988)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)When to use and how to report the results of PLS-SEM (2018)The psychology of interpersonal relations. (1958)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)Evidence for a three-factor theory of emotions (1977)Seeking the Ideal Form: Product Design and Consumer Response (1995)Core affect and the psychological construction of emotion. (2003)G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences (2007)Effect size estimates: Current use, calculations, and interpretation. (2011)Calculating and reporting effect sizes to facilitate cumulative science: a practical primer for t-tests and ANOVAs (2013)Subjective well-being: Three decades of progress. (1999)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)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error108,884 cited
  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 1985Intrinsic Motivation and Self-Determination in Human Behavior26,744 cited
  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 1988Intrinsic Motivation and Self-Determination in Human Behavior15,312 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1974An approach to environmental psychology7,295 cited
  • 1999A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.7,172 cited
  • 1975Design and Analysis: A Researcher's Handbook5,822 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2000Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage14,725 cited
  • 1981Rank-Order Tournaments as Optimum Labor Contracts4,568 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 1999The Role of Emotions in Marketing3,295 cited
  • 1979Rank-Order Tournaments as Optimum Labor Contracts

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3,033 cited
  • 1989Cooperation and Competition: Theory and Research3,019 cited
  • Cited by

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    • 2016Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same213 cited
    • 2017How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach175 cited
    • 2017How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game172 cited
    • 2014NeuroIS—Alternative or Complement to Existing Methods? Illustrating the Holistic Effects of Neuroscience and Self-Reported Data in the Context of Technostress Research172 cited
    • 2020Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs153 cited
    • 2020The effects of competition in digital game-based learning (DGBL): a meta-analysis147 cited
    • 2022How gamification drives consumer citizenship behaviour: The role of perceived gamification affordances144 cited
    • 2019Experiences that matter? The motivational experiences and business outcomes of gamified services135 cited
    • 2019Using Organismic Integration Theory to Explore the Associations Between Users’ Exercise Motivations and Fitness Technology Feature Set Use1132 cited
    • 2014A taxonomy of gambling and casino games via social media and online technologies131 cited
    • 2013Gamification of Education Using Computer Games126 cited
    • 2021Two decades of game concepts in digital learning environments – A bibliometric study and research agenda120 cited
    • 2013Integrating Biosignals into Information Systems: A NeuroIS Tool for Improving Emotion Regulation119 cited
    • 2020Inducing individuals to engage in a gamified platform for environmental conservation109 cited
    • 2022Serious Gaming for Behaviour Change: A Systematic Review96 cited