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Get Your Head in the Game: Using Gamification in Business Education to Connect with Generation Y
16 references·0 citing·32 second hop
Get Your Head in the Game: Using Gamification in Business Education to Connect with Generation Y (2014)Get Your Head in the Game: Using Gamifica…Gamification in Education (2017)Gamification in EducationDoes Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Customer Engagement: Exploring Customer Relationships Beyond Purchase (2012)Customer Engagement: Explorin…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…Gamification 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 …Consumer engagement in a virtual brand community: An exploratory analysis (2011)Consumer engagement in a virt…Customer Engagement Behavior: Theoretical Foundations and Research Directions (2010)Customer Engagement Behavior:…A SCALE OF CONSUMER ENGAGEMENT (2009)A SCALE OF CONSUMER ENGAGEMENTThe Process of Customer Engagement: A Conceptual Framework (2008)The Process of Customer Engag…Generational differences: An examination of work values and generational gaps in the hospitality workforce (2008)Generational differences: An …Enabling Customer-Centricity Using Wikis and the Wiki Way (2006)Enabling Customer-Centricity …Managing Generation Y (2005)Managing Generation YRelationships Matter: Linking Teacher Support to Student Engagement and Achievement (2004)Relationships Matter: Linking…Student Engagement in Instructional Activity: Patterns in the Elementary, Middle, and High School Years (2000)Student Engagement in Instruc…The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Commitment-Trust Theory of Relationship Marketing (1994)Evolving to a New Dominant Logic for Marketing (2003)Consumer Brand Engagement in Social Media: Conceptualization, Scale Development and Validation (2014)Customer engagement: the construct, antecedents, and consequences (2016)Advances in Consumer Research (2025)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Teacher Efficacy: Its Meaning and Measure (1998)Student engagement with school: Critical conceptual and methodological issues of the construct (2008)Classroom emotional climate, student engagement, and academic achievement. (2012)Early Social-Emotional Functioning and Public Health: The Relationship Between Kindergarten Social Competence and Future Wellness (2015)SERVQUAL: A multiple-Item Scale for measuring consumer perceptions of service quality (1988)PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)Consumers and Their Brands: Developing Relationship Theory in Consumer Research (1998)Customer engagement, buyer‐seller relationships, and social media (2012)Conceptualizing, Measuring, and Managing Customer-Based Brand Equity (1993)Consumer engagement in online brand communities: a social media perspective (2015)Social media in marketing: A review and analysis of the existing literature (2017)The ecology of human development : experiments by nature and design (1979)The Ecology of Human Development (1979)Teaching Effectiveness Research in the Past Decade: The Role of Theory and Research Design in Disentangling Meta-Analysis Results (2007)School Climate: a Review of the Construct, Measurement, and Impact on Student Outcomes (2015)The Behavioral Consequences of Service Quality (1996)Setting the future of digital and social media marketing research: Perspectives and research propositions (2020)Gamification in theory and action: A survey (2014)
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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
  • 2010Customer Engagement Behavior: Theoretical Foundations and Research Directions3,536 cited
  • 2011Consumer engagement in a virtual brand community: An exploratory analysis3,229 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2012Customer Engagement: Exploring Customer Relationships Beyond Purchase2,086 cited
  • 2004Relationships Matter: Linking Teacher Support to Student Engagement and Achievement2,028 cited
  • 2000Student Engagement in Instructional Activity: Patterns in the Elementary, Middle, and High School Years1,555 cited
  • 2008The Process of Customer Engagement: A Conceptual Framework1,365 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2008Generational differences: An examination of work values and generational gaps in the hospitality workforce720 cited
  • 2005Managing Generation Y464 cited
  • 2006Enabling Customer-Centricity Using Wikis and the Wiki Way338 cited
  • 2017

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Gamification in Education
286 cited
  • 2009A SCALE OF CONSUMER ENGAGEMENT165 cited
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