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The kaleidoscope of effective gamification
11 references·14 citing·38 second hop
The kaleidoscope of effective gamification (2013)The kaleidoscope of effective gamificationAnalysis and application of gamification (2012)Analysis and application of g…Situated motivational affordances of game elements: A conceptual model (2011)Situated motivational afforda…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…A Motivational Model of Video Game Engagement (2010)A Motivational Model of Video…The Art of Game Design (2008)The Art of Game DesignThe Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)A meta-analytic review of exp…An empirical examination of a model of perceived service quality and satisfaction (1996)An empirical examination of a…Facilitating Internalization: The Self‐Determination Theory Perspective (1994)Facilitating Internalization:…Gamification in education and training: A literature review (2025)Gamification in education and…A win-win situation: Enhancing sharing economy platform brand equity by engaging business owners in CSR using gamification (2023)A win-win situation: Enhancin…When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App (2022)When Gamification Spoils Your…Elderly-Oriented Improvement of Mobile Applications Based on Self-Determination Theory (2022)Elderly-Oriented Improvement …Gamified Wearable Fitness Tracker for Physical Activity: A Comprehensive Literature Review (2021)Gamified Wearable Fitness Tra…Digitalization boosted recycling: Gamification as an inspiration for young adults to do enhanced waste sorting (2020)Digitalization boosted recycl…Gameful Design Heuristics: A Gamification Inspection Tool (2019)Gameful Design Heuristics: A …Gamification of Older Adults’ Physical Activity: An Eight-Week Study (2018)Gamification of Older Adults’…Are We Having Fun Yet? Misapplying Motivation to Gamification (2018)Are We Having Fun Yet? Misapp…Gamified and persuasive systems as behavior change agents for health and wellness (2017)Gamified and persuasive syste…Gamification through the Application of Motivational Affordances for Physical Activity Technology (2017)Gamification through the Appl…Developing a Comprehensive Engagement Framework of Gamification for Reflective Learning (2016)Developing a Comprehensive En…Gamifying Recruitment, Selection, Training, and Performance Management (2015)Gamifying Recruitment, Select…A Descriptive Literature Review and Classification Framework for Gamification in Information Systems (2015)A Descriptive Literature Revi…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The application and impact of gamification funware on trip planning and experiences: the case of TripAdvisor’s funware (2015)Gig-workers’ motivation: thinking beyond carrots and sticks (2019)Does gamification affect brand engagement and equity? A study in online brand communities (2020)A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions (1980)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)SERVQUAL: A multiple-Item Scale for measuring consumer perceptions of service quality (1988)The Roles of Price, Performance, and Expectations in Determining Satisfaction in Service Exchanges (1998)Service quality models: a review (2005)Does Food Quality Really Matter in Restaurants? Its Impact On Customer Satisfaction and Behavioral Intentions (2007)The Standard Edition of the Complete Psychological Works of Sigmund Freud (1953)A Theory of Cognitive Dissonance (1957)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Motivation and Education: The Self-Determination Perspective (1991)Toward A Hierarchical Model of Intrinsic and Extrinsic Motivation (1997)Facilitating optimal motivation and psychological well-being across life's domains. (2008)The Psychology of Interpersonal Relations. (1958)A Coefficient of Agreement for Nominal Scales (1960)Intrinsic Motivation and Self-Determination in Human Behavior (1988)The Power of Feedback (2007)Internet Addiction: The Emergence of a New Clinical Disorder (1998)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gamification and Mobile Marketing Effectiveness (2016)Serious games and the gamification of tourism (2016)The benefits of playing video games. (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)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)Children's Motivations for Video Game Play in the Context of Normal Development (2010)Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance (2015)Social Media Use and Mental Health among Young Adults (2017)
this work references cited by second hop

References

  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 1999A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.7,172 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 1994Facilitating Internalization: The Self‐Determination Theory Perspective2,623 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2008The Art of Game Design1,906 cited
  • 2010A Motivational Model of Video Game Engagement1,419 cited
  • 1996An empirical examination of a model of perceived service quality and satisfaction1,220 cited
  • 2012Analysis and application of gamification234 cited
  • 2011Situated motivational affordances of game elements: A conceptual model216 cited

Cited by

  • 2015Gamifying Recruitment, Selection, Training, and Performance Management85 cited
  • 2025Gamification in education and training: A literature review75 cited
  • 2016Developing a Comprehensive Engagement Framework of Gamification for Reflective Learning68 cited
  • 2022

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When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App
55 cited
  • 2020Digitalization boosted recycling: Gamification as an inspiration for young adults to do enhanced waste sorting55 cited
  • 2017Gamification through the Application of Motivational Affordances for Physical Activity Technology44 cited
  • 2018Gamification of Older Adults’ Physical Activity: An Eight-Week Study39 cited
  • 2015A Descriptive Literature Review and Classification Framework for Gamification in Information Systems38 cited
  • 2019Gameful Design Heuristics: A Gamification Inspection Tool37 cited
  • 2021Gamified Wearable Fitness Tracker for Physical Activity: A Comprehensive Literature Review37 cited
  • 2017Gamified and persuasive systems as behavior change agents for health and wellness35 cited
  • 2018Are We Having Fun Yet? Misapplying Motivation to Gamification34 cited
  • 2023A win-win situation: Enhancing sharing economy platform brand equity by engaging business owners in CSR using gamification19 cited
  • 2022Elderly-Oriented Improvement of Mobile Applications Based on Self-Determination Theory17 cited