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Soviet and American precursors to the gamification of work
8 references·16 citing·42 second hop
Soviet and American precursors to the gamification of work (2012)Soviet and American precursors to the gam…Oxford University Press (2017)Oxford University PressFrom game design elements to gamefulness (2011)From game design elements to …‘Being yourself ’ in the electronic sweatshop: New forms of normative control (2010)‘Being yourself ’ in the elec…Capitalist Realism: Is There No Alternative? (2009)Capitalist Realism: Is There …Authenticity and the Cultural Politics of Work: New Forms of Informal Control (2009)Authenticity and the Cultural…Got Game: How the Gamer Generation Is Reshaping Business Forever (2004)Got Game: How the Gamer Gener…Managing Services: Should We Be Having Fun? (2002)Managing Services: Should We …Fish! A Remarkable Way to Boost Morale and Improve Results (2000)Fish! A Remarkable Way to Boo…Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment (2024)Effects of Gamification on Mo…Gamification-Based Learning as The Future of Language Learning: An Overview (2022)Gamification-Based Learning a…The discursive construction of the gamification of journalism (2020)The discursive construction o…Investigating the potential for using gamification to empower knowledge workers (2020)Investigating the potential f…Gamification inducing creative ideation: a parallel mediation model (2019)Gamification inducing creativ…Gamification in Management: a systematic review and research directions (2019)Gamification in Management: a…Gamification in transport interventions: Another way to improve travel behavioural change (2018)Gamification in transport int…Gamification design to foster stakeholder engagement and behavior change: An application to urban freight transport (2018)Gamification design to foster…Employee Profiles and Preferences towards IoT-enabled Gamification for Energy Conservation (2018)Employee Profiles and Prefere…A Wide View on Gamification (2018)A Wide View on GamificationDesigning Leaderboards for Gamification (2017)Designing Leaderboards for Ga…Governments Should Play Games (2016)Governments Should Play GamesGamification technique for supporting transparency on construction sites: a case study (2016)Gamification technique for su…Gamification of Business Processes: Re-designing Work in Production and Service Industry (2015)Gamification of Business Proc…Fostering Engagement with Gamification: Review of Current Practices on Online Learning Platforms (2015)Fostering Engagement with Gam…Gamification of online surveys (2014)Gamification of online surveysFlow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)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)Research in Organizational Behavior (1984)The Managed Heart: Commercialization of Human Feeling (1984)Ethnographic Interview (2017)The Human Capital Hoax: Work, Debt and Insecurity in the Era of Uberization (2017)Being Your True Self at Work: Integrating the Fragmented Research on Authenticity in Organizations (2019)Innovation climate: A systematic review of the literature and agenda for future research (2019)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Do Badges Affect Intrinsic Motivation in Introductory Programming Students? (2019)Opening the black box of gameful experience: Implications for gamification process design (2019)Exploring the Impact of Gamification Elements in Brand Apps on the Purchase Intention of Consumers (2023)A very brief measure of the Big-Five personality domains (2003)Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild (2018)Individualizing gamified systems: The role of trait competitiveness and leaderboard design (2018)Leaderboard Design Principles to Enhance Learning and Motivation in a Gamified Educational Environment: Development Study (2021)Prospect Theory: An Analysis of Decision under Risk (1979)Prospect theory: An analysis of decision under risk (1988)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model (2021)Gamification for behavior change: A scientometric review (2022)Serious Gaming for Behaviour Change: A Systematic Review (2022)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Nudge: improving decisions about health, wealth, and happiness (2008)Gamification as An Approach to Promote Tourist Recycling Behavior (2019)A Gamification Platform to Analyze and Influence Citizens’ Daily Transportation Choices (2021)The ideology of the ethical consumption gap (2015)A typology of circular economy discourses: Navigating the diverse visions of a contested paradigm (2020)Platform Capitalism’s Hidden Abode: Producing Data Assets in the Gig Economy (2020)Ethical concepts and information technology (1995)On Respect, Authority, and Neutrality: A Response (2010)Network-based Fake News Detection (2019)Balancing acts: Managing employees and reputation in social media (2013)Enchanting Work: New Spirits of Service Work in an Organic Supermarket (2015)Emotions in Organization Theory (2019)The Labor of Fun (2005)Students’ perceptions about the use of video games in the classroom (2009)The Digital Workforce and the Workplace of the Future (2016)
this work references cited by second hop

References

  • 2011From game design elements to gamefulness8,391 cited
  • 2009Capitalist Realism: Is There No Alternative?1,988 cited
  • 2017Oxford University Press503 cited
  • 2004Got Game: How the Gamer Generation Is Reshaping Business Forever310 cited
  • 2010‘Being yourself ’ in the electronic sweatshop: New forms of normative control302 cited
  • 2009Authenticity and the Cultural Politics of Work: New Forms of Informal Control109 cited
  • 2000Fish! A Remarkable Way to Boost Morale and Improve Results69 cited
  • 2002Managing Services: Should We Be Having Fun?53 cited

Cited by

  • 2016Governments Should Play Games99 cited
  • 2018Gamification in transport interventions: Another way to improve travel behavioural change97 cited
  • 2018Gamification design to foster stakeholder engagement and behavior change: An application to urban freight transport88 cited
  • 2017Designing Leaderboards for Gamification79 cited
  • 2019Gamification in Management: a systematic review and research directions64 cited
  • 2015Gamification of Business Processes: Re-designing Work in Production and Service Industry57 cited
  • 2018A Wide View on Gamification48 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2018Employee Profiles and Preferences towards IoT-enabled Gamification for Energy Conservation44 cited
  • 2020Investigating the potential for using gamification to empower knowledge workers43 cited
  • 2020The discursive construction of the gamification of journalism39 cited
  • 2024Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment37 cited
  • 2015Fostering Engagement with Gamification: Review of Current Practices on Online Learning Platforms34 cited
  • 2019Gamification inducing creative ideation: a parallel mediation model33 cited
  • 2014Gamification of online surveys33 cited
  • 2016Gamification technique for supporting transparency on construction sites: a case study31 cited
  • 2022Gamification-Based Learning as The Future of Language Learning: An Overview30 cited