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Zombification?: Gamification, motivation, and the user
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Zombification?: Gamification, motivation, and the user (2014)Zombification?: Gamification, motivation,…Distinction: A Social Critique of the Judgement of Taste* (2018)Distinction: A Social Critiqu…Play, Dreams And Imitation In Childhood (2013)Play, Dreams And Imitation In…From game design elements to gamefulness (2011)From game design elements to …Reassembling the social: An introduction to actor‐network‐theory (2008)Reassembling the social: An i…The Lucifer effect: understanding how good people turn evil (2007)The Lucifer effect: understan…Handbook of Self-Determination Research (2004)Handbook of Self-Determinatio…The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The "What" and "Why" of Goal …Enhancing teaching through constructive alignment (1996)Enhancing teaching through co…Experience and Education (1986)Experience and EducationFrom ritual to theatre : the human seriousness of play (1982)From ritual to theatre : the …Mind and Nature: A Necessary Unity (1979)Mind and Nature: A Necessary …Frame Analysis: An Essay on the Organization of Experience. (1975)Frame Analysis: An Essay on t…Lenin and Philosophy and Other Essays (1971)Lenin and Philosophy and Othe…Understanding Media: The Extensions of Man (1964)Understanding Media: The Exte…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…The Theory of Social and Economic Organization. (1948)The Theory of Social and Econ…The potential and constraint of work gamification for employees’ creative performance (2022)The potential and constraint …Gamification and Newsgames as Narrative Innovations in Journalism (2022)Gamification and Newsgames as…Gamification and transmedia in interdisciplinary contexts: A didactic intervention for the primary school classroom (2021)Gamification and transmedia i…A Pilot Study on Developing Newsgames in Collaboration between Journalism and Computer Science Students (2019)A Pilot Study on Developing N…Are We Having Fun Yet? Misapplying Motivation to Gamification (2018)Are We Having Fun Yet? Misapp…Gamified Modules for an Introductory Statistics Course and Their Impact on Attitudes and Learning (2017)Gamified Modules for an Intro…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)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)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Self‐determination theory and work motivation (2005)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Talking science: language, learning, and values (1991)What Is Agency? (1998)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Framing, Agenda Setting, and Priming: The Evolution of Three Media Effects Models (2006)Beyond Markets and States: Polycentric Governance of Complex Economic Systems (2010)Club cultures: music, media and subcultural capital (1996)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Social Implications of the Internet (2001)10 Sociomateriality: Challenging the Separation of Technology, Work and Organization (2008)Actor Network Theory and Material Semiotics (2008)The Politics and Poetics of Infrastructure (2013)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Stories of Experience and Narrative Inquiry (1990)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Behavioral Study of obedience. (1963)Social Capital: Its Origins and Applications in Modern Sociology (1998)Social Exchange Theory: An Interdisciplinary Review (2005)Principles of Critical Discourse Analysis (1993)Publics and counterpublics (2003)Discourse (2005)
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References

  • 2000The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior34,111 cited
  • 2018Distinction: A Social Critique of the Judgement of Taste*20,290 cited
  • 1986Experience and Education13,444 cited
  • 1964Understanding Media: The Extensions of Man12,311 cited
  • 1975Frame Analysis: An Essay on the Organization of Experience.11,892 cited
  • 1948The Theory of Social and Economic Organization.11,300 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1971Lenin and Philosophy and Other Essays7,961 cited
  • 2008Reassembling the social: An introduction to actor‐network‐theory7,617 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2013Play, Dreams And Imitation In Childhood5,367 cited
  • 2004Handbook of Self-Determination Research4,542 cited
  • 1996Enhancing teaching through constructive alignment4,064 cited
  • 1979Mind and Nature: A Necessary Unity3,975 cited
  • 1982From ritual to theatre : the human seriousness of play1,707 cited
  • 2007The Lucifer effect: understanding how good people turn evil

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Cited by

  • 2017Gamified Modules for an Introductory Statistics Course and Their Impact on Attitudes and Learning48 cited
  • 2021Gamification and transmedia in interdisciplinary contexts: A didactic intervention for the primary school classroom37 cited
  • 2018Are We Having Fun Yet? Misapplying Motivation to Gamification34 cited
  • 2022The potential and constraint of work gamification for employees’ creative performance29 cited
  • 2022Gamification and Newsgames as Narrative Innovations in Journalism11 cited
  • 2019A Pilot Study on Developing Newsgames in Collaboration between Journalism and Computer Science Students8 cited