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Competition as an element of gamification for learning
16 references·0 citing·45 second hop
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References

  • 1988Development and validation of brief measures of positive and negative affect: The PANAS scales.32,408 cited
  • 1988Development and validation of brief measures of positive and negative affect: The PANAS scales.31,356 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2000Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage14,725 cited
  • 2002Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior3,203 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2005A Theoretical Integration of User Satisfaction and Technology Acceptance2,834 cited
  • 2004Enjoyment: At the Heart of Media Entertainment981 cited
  • 2002Assessing and managing the benefits of enterprise systems: the business manager's perspective762 cited
  • 2014Play and Intrinsic Rewards601 cited
  • 2003Explaining the enjoyment of playing video games: the role of competition466 cited
  • 2004The Effects of Cooperation and Competition on Intrinsic Motivation and Performance.435 cited
  • 2010Total engagement: using games and virtual worlds to change the way people work and businesses compete410 cited
  • 2006Online learner’s ‘flow’ experience: an empirical study310 cited

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2008
Antecedents of flow in online shopping: a test of alternative models
283 cited
  • 2003Competitively Contingent Rewards and Intrinsic Motivation: Can Losers Remain Motivated?203 cited
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