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Adaptive Approach for Gamification Optimization
12 references·0 citing·49 second hop
Adaptive Approach for Gamification Optimization (2014)Adaptive Approach for Gamification Optimi…PERSONALITY BASED GAMIFICATION: HOW DIFFERENT PERSONALITIES PERCEIVE GAMIFICATION (2014)PERSONALITY BASED GAMIFICATIO…Academic Course Gamification: The Art of Perceived Playfulness (2014)Academic Course Gamification:…Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2013)Taking “Fun and Games” Seriou…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 Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)The Demographics, Motivations…Sex Differences in Video Game Play: (2004)Sex Differences in Video Game…Individual Reactions to New Technologies in the Workplace: The Role of Gender as a Psychological Construct (2004)Individual Reactions to New T…Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Determinants of Perceived Eas…Gender Differences in the Perception and Use of E-Mail: An Extension to the Technology Acceptance Model1 (1997)Gender Differences in the Per…From catalog to classification: Murray's needs and the five-factor model. (1988)From catalog to classificatio…Play as a Consumption Experience: The Roles of Emotions, Performance, and Personality in the Enjoyment of Games (1984)Play as a Consumption Experie…Culture's Consequences: International Differences in Work-Related Values. (1983)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation (1991)Structural Equation Modeling and Regression: Guidelines for Research Practice (2000)Why Don’t Men Ever Stop to Ask for Directions? 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(1999)What Video Games Have to Teach Us about Learning and Literacy (2004)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Internet Gaming Addiction: A Systematic Review of Empirical Research (2011)What Is eSports and Why Do People Watch It? (2017)Motivation and personality (1993)Motivation and Personality (1997)Uses and Gratifications Theory in the 21st Century (2000)Gender and Computer Games: Exploring Females' Dislikes (2006)Engagement in digital entertainment games: A systematic review (2011)Make new friends or keep the old: Gender and personality differences in social networking use (2011)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)User Acceptance of Information Technology: Toward A Unified View1 (2003)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Exploring Consumer Behavior in Virtual Reality Tourism Using an Extended Stimulus-Organism-Response Model (2018)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
this work references cited by second hop

References

  • 2011From game design elements to gamefulness8,391 cited
  • 2000Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model6,658 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 1997Gender Differences in the Perception and Use of E-Mail: An Extension to the Technology Acceptance Model12,227 cited
  • 2006The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments1,276 cited
  • 2004Sex Differences in Video Game Play:770 cited
  • 1988From catalog to classification: Murray's needs and the five-factor model.716 cited
  • 1984Play as a Consumption Experience: The Roles of Emotions, Performance, and Personality in the Enjoyment of Games557 cited
  • 2013Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM)446 cited
  • 2004Individual Reactions to New Technologies in the Workplace: The Role of Gender as a Psychological Construct115 cited
  • 2014Academic Course Gamification: The Art of Perceived Playfulness75 cited
  • 2014PERSONALITY BASED GAMIFICATION: HOW DIFFERENT PERSONALITIES PERCEIVE GAMIFICATION48 cited

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