SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
A RECIPE for Meaningful Gamification
6 references·16 citing·41 second hop
A RECIPE for Meaningful Gamification (2014)A RECIPE for Meaningful GamificationGamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…Projecting a Camera: Language-Games in Film Theory (2006)Projecting a Camera: Language…Punished by Rewards: The Trouble with Gold Stars, Incentive Plans, A'S, Praise, and Other Bribes (1999)Punished by Rewards: The Trou…Finding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…The Behavior of Organisms: An Experimental Analysis (1939)The Behavior of Organisms: An…Virtual reality and gamification in education: a systematic review (2024)Virtual reality and gamificat…Effects of Gamification on Behavioral Change in Education: A Meta-Analysis (2021)Effects of Gamification on Be…Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Between Level Up and Game Ove…Using Design-Science Based Gamification to Improve Organizational Security Training and Compliance (2020)Using Design-Science Based Ga…The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis (2020)The Effects of Gamification o…Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Designing Engaging Games for …Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance (2019)Overcoming the novelty effect…Main gamification concepts: A systematic mapping study (2019)Main gamification concepts: A…The effects of player type on performance: A gamification case study (2018)The effects of player type on…Examining competitive, collaborative and adaptive gamification in young learners' math learning (2018)Examining competitive, collab…Enhancing student learning experience with technology-mediated gamification: An empirical study (2018)Enhancing student learning ex…Studies of student engagement in gamified online discussions (2017)Studies of student engagement…Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017)Gamification in the Workplace…Gamification and serious games within the domain of domestic energy consumption: A systematic review (2017)Gamification and serious game…Elements of Gameful Design Emerging from User Preferences (2017)Elements of Gameful Design Em…On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking (2015)On the effectiveness of game-…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)International Organization for Standardization (2011)Gamification and online consumer decisions: Is the game over? (2019)The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review (2022)Self-Reports in Organizational Research: Problems and Prospects (1986)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Gamification: A cognitive-emotional view (2018)Does gamification affect brand engagement and equity? A study in online brand communities (2020)Pandemics: Implications for research and practice in industrial and organizational psychology (2021)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review (2023)Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review (2024)Analyzing the Past to Prepare for the Future: Writing a Literature Review (2002)The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate health care interventions: explanation and elaboration (2009)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review (2021)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Experiential Learning : Experience as the Source of Learning and Development (1983)Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research (1988)Designing and Conducting Mixed Methods Research (2007)Impact of Gamification on Students’ Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning (2024)Time for Change (2024)Game-changing libraries: Enhancing information literacy through gamification (2025)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Student engagement in high school classrooms from the perspective of flow theory. (2003)The Concept of Flow (2014)SOME CURRENT DIMENSIONS OF APPLIED BEHAVIOR ANALYSIS1 (1968)Approach and avoidance motivation and achievement goals (1999)The Role of Assessment in a Learning Culture (2000)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Motivation, Knowledge Transfer, and Organizational Forms (2000)Intrinsic and Extrinsic Motivational Orientations in the Classroom: Age Differences and Academic Correlates. (2005)When and Why Incentives (Don't) Work to Modify Behavior (2011)
this work references cited by second hop

References

  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 1939The Behavior of Organisms: An Experimental Analysis4,398 cited
  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 1999Punished by Rewards: The Trouble with Gold Stars, Incentive Plans, A'S, Praise, and Other Bribes1,358 cited
  • 2006Projecting a Camera: Language-Games in Film Theory114 cited

Cited by

  • 2021Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education508 cited
  • 2024Virtual reality and gamification in education: a systematic review364 cited
  • 2017Gamification in the Workplace: The Central Role of the Aesthetic Experience329 cited
  • 2017Gamification and serious games within the domain of domestic energy consumption: A systematic review291 cited
  • 2018Enhancing student learning experience with technology-mediated gamification: An empirical study275 cited
  • 2015On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking266 cited
  • 2020Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles263 cited
  • 2018Examining competitive, collaborative and adaptive gamification in young learners' math learning

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

231 cited
  • 2020Using Design-Science Based Gamification to Improve Organizational Security Training and Compliance205 cited
  • 2021Effects of Gamification on Behavioral Change in Education: A Meta-Analysis203 cited
  • 2019Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance196 cited
  • 2017Studies of student engagement in gamified online discussions187 cited
  • 2017Elements of Gameful Design Emerging from User Preferences181 cited
  • 2018The effects of player type on performance: A gamification case study176 cited
  • 2020The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis172 cited
  • 2019Main gamification concepts: A systematic mapping study137 cited