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PERSONALITY BASED GAMIFICATION: HOW DIFFERENT PERSONALITIES PERCEIVE GAMIFICATION
16 references·1 citing·38 second hopsampled
PERSONALITY BASED GAMIFICATION: HOW DIFFERENT PERSONALITIES PERCEIVE GAMIFICATION (2014)PERSONALITY BASED GAMIFICATION: HOW DIFFE…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Consumer Acceptance and Use o…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…From game design elements to gamefulness (2011)From game design elements to …The use of partial least squares path modeling in international marketing (2009)The use of partial least squa…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Learning Styles and Learning …User Acceptance of Hedonic Information Systems1 (2004)User Acceptance of Hedonic In…User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…Intrinsic and Extrinsic Motivation (2003)Intrinsic and Extrinsic Motiv…Extending the TAM for a World-Wide-Web context (2001)Extending the TAM for a World…The development of markers for the Big-Five factor structure. (1992)The development of markers fo…Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)Extrinsic and Intrinsic Motiv…An Introduction to the Five‐Factor Model and Its Applications (1992)An Introduction to the Five‐F…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…From Intentions to Actions: A Theory of Planned Behavior (1985)From Intentions to Actions: A…What Perception Do Students Have About the Gamification Elements? (2020)What Perception Do Students H…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Understanding Information Technology Usage: A Test of Competing Models (1995)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)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)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification in theory and action: A survey (2014)An alternative "description of personality": The Big-Five factor structure. (1990)Personality Structure: Emergence of the Five-Factor Model (1990)THE BIG FIVE PERSONALITY DIMENSIONS AND JOB PERFORMANCE: A META‐ANALYSIS (1991)The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)A very brief measure of the Big-Five personality domains (2003)Grit: Perseverance and passion for long-term goals. (2007)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Handbook of Industrial and Organizational Psychology. (1977)The structure of phenotypic personality traits. (1993)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)The Posttraumatic Growth Inventory: Measuring the positive legacy of trauma (1996)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning: Legitimate Peripheral Participation. (1994)The Learning Way (2008)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The Role of Leadership in a Digitalized World: A Review (2019)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Why Don’t Men Ever Stop to Ask for Directions? Gender, Social Influence, and Their Role in Technology Acceptance and Usage Behavior1 (2000)Unified Theory of Acceptance and Use of Technology: A Synthesis and the Road Ahead (2016)Re-examining the Unified Theory of Acceptance and Use of Technology (UTAUT): Towards a Revised Theoretical Model (2017)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 1985From Intentions to Actions: A Theory of Planned Behavior19,049 cited
  • 2012Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology115,720 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1992An Introduction to the Five‐Factor Model and Its Applications6,832 cited
  • 1992Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 16,231 cited
  • 1992The development of markers for the Big-Five factor structure.5,506 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2005Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education4,977 cited
  • 2004User Acceptance of Hedonic Information Systems13,849 cited
  • 2001Extending the TAM for a World-Wide-Web context3,801 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2003Intrinsic and Extrinsic Motivation2,912 cited
  • 2009The use of partial least squares path modeling in international marketing

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2,533 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
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    • 2020What Perception Do Students Have About the Gamification Elements?47 cited