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Designing for fun and play
16 references·1 citing·34 second hop
Designing for fun and play (2013)Designing for fun and playDesigning gamification (2013)Designing gamificationGamification. 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 …Play and games (2009)Play and gamesFlow Theory and Research (2009)Flow Theory and ResearchThe game, the player, the world: looking for a heart of gameness (2003)The game, the player, the wor…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Handbook of Positive Psychology (2001)Handbook of Positive Psycholo…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Determinants of Perceived Eas…A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)A meta-analytic review of exp…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Serious Games (1970)Serious GamesMan, Play, and Games. (1963)Man, Play, and Games.Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…A Descriptive Literature Review and Classification Framework for Gamification in Information Systems (2015)A Descriptive Literature Revi…Society and the Adolescent Self-Image (1965)The Satisfaction With Life Scale (1985)Self-Efficacy: The Exercise of Control (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)Mental Illness and/or Mental Health? Investigating Axioms of the Complete State Model of Health. (2005)Positive Psychology Progress: Empirical Validation of Interventions. (2005)The Psychology of Interpersonal Relations. (1958)A Coefficient of Agreement for Nominal Scales (1960)Intrinsic Motivation and Self-Determination in Human Behavior (1988)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The Power of Feedback (2007)Flow: The Psychology of Optimal Experience (1991)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)User Acceptance of Information Technology: Toward A Unified View1 (2003)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)The psychology of interpersonal relations. (1958)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Subjective well-being: Three decades of progress. (1999)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2001Handbook of Positive Psychology9,133 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1999A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.7,172 cited
  • 2000Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model6,658 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 1963Man, Play, and Games.1,310 cited
  • 1970Serious Games921 cited
  • 2009Flow Theory and Research839 cited
  • 2003The game, the player, the world: looking for a heart of gameness648 cited
  • 2013Designing gamification192 cited
  • 2009

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Play and games
172 cited

Cited by

  • 2015A Descriptive Literature Review and Classification Framework for Gamification in Information Systems38 cited