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Design approaches for the gamification of production environments
6 references·4 citing·37 second hop
Design approaches for the gamification of production environments (2015)Design approaches for the gamification of…Towards a gamification of industrial production (2015)Towards a gamification of ind…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Industrial playgrounds (2012)Industrial playgroundsGamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Total engagement: using games and virtual worlds to change the way people work and businesses compete (2010)Total engagement: using games…Considerations for the design of exergames (2007)Considerations for the design…Impact of Game Design Elements on Actual Usage vs Future Use Intentions of Mobile Payment App Users: A Motivation Based Approach (2023)Impact of Game Design Element…A novel social gamified collaboration platform enriched with shop-floor data and feedback for the improvement of the productivity, safety and engagement in factories (2019)A novel social gamified colla…Gamification of Production? A Study on the Acceptance of Gamified Work Processes in the Automotive Industry (2016)Gamification of Production? A…Gamification of Business Processes: Re-designing Work in Production and Service Industry (2015)Gamification of Business Proc…The Grasshopper: Games, Life and Utopia (1978)Reality is broken: why games make us better and how they can change the world (2012)Gamification in the Workplace: A Systematic Literature Review (2017)Manual assembly learning, disability, and instructions: an industrial experiment (2023)Beyond boredom and anxiety (1975)What makes things fun to learn? heuristics for designing instructional computer games (1980)GameFlow (2005)Taxonomy of exertion games (2008)Movement-based sports video games: Investigating motivation and gaming experience (2009)Serious games for health (2010)Social Learning Theory. (1978)Statistical Methods for Meta-Analysis (1988)Digital Games, Design, and Learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)The Gamification of Learning: a Meta-analysis (2019)Introduction to Meta‐Analysis (2021)Defining gamification (2012)Gamification for Education: Review of Current Publications (2018)What Perception Do Students Have About the Gamification Elements? (2020)Can gamification help green supply chain management firms achieve sustainable results in servitized ecosystem? An empirical investigation (2023)Digital game-based learning (2003)Digital Game-Based Learning (2020)A Dynamic Theory of Organizational Knowledge Creation (1994)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Re-examining the Unified Theory of Acceptance and Use of Technology (UTAUT): Towards a Revised Theoretical Model (2017)Gamification as a panacea to workplace cyberloafing: an application of self-determination and social bonding theories (2024)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Principles and Practice of Structural Equation Modeling (2012)A systematic review and future agenda on continuance intentions in mobile apps (2025)From game design elements to gamefulness (2011)Gaming the Quantified Self (2013)Effectiveness of gamification in the engagement of students (2015)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification in theory and action: A survey (2014)Gamification in Management: a systematic review and research directions (2019)
this work references cited by second hop

References

  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2010Total engagement: using games and virtual worlds to change the way people work and businesses compete410 cited
  • 2007Considerations for the design of exergames371 cited
  • 2012Industrial playgrounds94 cited
  • 2015Towards a gamification of industrial production64 cited

Cited by

  • 2015Gamification of Business Processes: Re-designing Work in Production and Service Industry57 cited
  • 2019A novel social gamified collaboration platform enriched with shop-floor data and feedback for the improvement of the productivity, safety and engagement in factories46 cited
  • 2016Gamification of Production? A Study on the Acceptance of Gamified Work Processes in the Automotive Industry42 cited
  • 2023Impact of Game Design Elements on Actual Usage vs Future Use Intentions of Mobile Payment App Users: A Motivation Based Approach14 cited

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