SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Towards personalised, gamified systems
16 references·16 citing·28 second hopsampled
Towards personalised, gamified systems (2013)Towards personalised, gamified systemsKAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012. (2013)KAPP, Karl M. The gamificatio…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From game design elements to gamefulness (2011)From game design elements to …The art of game design: a book of lenses (2009)The art of game design: a boo…The Art of Game Design (2008)The Art of Game DesignGame Design Workshop (2008)Game Design WorkshopHandbook of Self-Determination Research (2004)Handbook of Self-Determinatio…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…The structure of phenotypic personality traits. (1993)The structure of phenotypic p…Revised NEO Personality Inventory (NEO PI-R) and NEO Five-Factor Inventory (NEO-FFI) (1992)Revised NEO Personality Inven…The "Big Five" factor taxonomy: Dimensions of personality in the natural language and in questionnaires. (1990)The "Big Five" factor taxonom…From Ritual to Theatre: The Human Seriousness of Play (1983)From Ritual to Theatre: The H…From ritual to theatre : the human seriousness of play (1982)From ritual to theatre : the …Likableness ratings of 555 personality-trait words. (1968)Likableness ratings of 555 pe…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…The relationship between user types and gamification designs (2021)The relationship between user…Adaptive gamification in E‐learning: A literature review and future challenges (2021)Adaptive gamification in E‐le…Personalized gamification: A literature review of outcomes, experiments, and approaches (2020)Personalized gamification: A …Investigating the effect of gamification elements on bank customers to personalize gamified systems (2020)Investigating the effect of g…Adapting gamified learning systems using educational data mining techniques (2020)Adapting gamified learning sy…The Effect of the Kahoot Quiz on the Student's Results in the Exam (2019)The Effect of the Kahoot Quiz…Factors to Consider for Tailored Gamification (2019)Factors to Consider for Tailo…Adaptive Gamification in Education: A Literature Review of Current Trends and Developments (2019)Adaptive Gamification in Educ…The effects of player type on performance: A gamification case study (2018)The effects of player type on…Empirical validation of the Gamification User Types Hexad scale in English and Spanish (2018)Empirical validation of the G…Effect of personalized gameful design on student engagement (2018)Effect of personalized gamefu…A Design Framework for Adaptive Gamification Applications (2018)A Design Framework for Adapti…Elements of Gameful Design Emerging from User Preferences (2017)Elements of Gameful Design Em…Adaptation of Gaming Features for Motivating Learners (2017)Adaptation of Gaming Features…Personalization of gamification-elements in an e-learning environment based on learners' motivation (2016)Personalization of gamificati…A Player Model for Adaptive Gamification in Learning Environments (2015)A Player Model for Adaptive G…The Measurement of Meaning (1957)Handbook of Industrial and Organizational Psychology. (1977)THE BIG FIVE PERSONALITY DIMENSIONS AND JOB PERFORMANCE: A META‐ANALYSIS (1991)A cognitive-affective system theory of personality: Reconceptualizing situations, dispositions, dynamics, and invariance in personality structure. (1995)The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)qgraph : Network Visualizations of Relationships in Psychometric Data (2012)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Serious games and the gamification of tourism (2016)Les passions de l'âme: On obsessive and harmonious passion. (2003)Pursuing Happiness: The Architecture of Sustainable Change (2005)Self‐determination theory and work motivation (2005)The Geographic Distribution of Big Five Personality Traits (2007)Personality Psychology and Economics (2011)Private traits and attributes are predictable from digital records of human behavior (2013)Performing Autoethnography: An Embodied Methodological Praxis (2001)Can Consumers Escape the Market? Emancipatory Illuminations from Burning Man (2002)Cultural Pragmatics: Social Performance between Ritual and Strategy (2004)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)My Life as a Night Elf Priest (2010)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· second hop is a sample of the most-cited connections

References

  • 2011From game design elements to gamefulness8,391 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 1993The structure of phenotypic personality traits.4,813 cited
  • 2004Handbook of Self-Determination Research4,542 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 1983From Ritual to Theatre: The Human Seriousness of Play2,120 cited
  • 2008The Art of Game Design1,906 cited
  • 1992Revised NEO Personality Inventory (NEO PI-R) and NEO Five-Factor Inventory (NEO-FFI)1,749 cited
  • 1982From ritual to theatre : the human seriousness of play1,707 cited
  • 1968Likableness ratings of 555 personality-trait words.1,638 cited
  • 1990The "Big Five" factor taxonomy: Dimensions of personality in the natural language and in questionnaires.1,350 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 2008Game Design Workshop1,098 cited
  • 2009The art of game design: a book of lenses887 cited
  • 2013

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

KAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012.
241 cited

Cited by

  • 2018Empirical validation of the Gamification User Types Hexad scale in English and Spanish185 cited
  • 2017Elements of Gameful Design Emerging from User Preferences181 cited
  • 2018The effects of player type on performance: A gamification case study176 cited
  • 2019Adaptive Gamification in Education: A Literature Review of Current Trends and Developments176 cited
  • 2021Adaptive gamification in E‐learning: A literature review and future challenges173 cited
  • 2019Factors to Consider for Tailored Gamification143 cited
  • 2021The relationship between user types and gamification designs102 cited
  • 2015A Player Model for Adaptive Gamification in Learning Environments97 cited
  • 2020Adapting gamified learning systems using educational data mining techniques92 cited
  • 2017Adaptation of Gaming Features for Motivating Learners88 cited
  • 2018Effect of personalized gameful design on student engagement83 cited
  • 2018A Design Framework for Adaptive Gamification Applications80 cited
  • 2020Personalized gamification: A literature review of outcomes, experiments, and approaches73 cited
  • 2016Personalization of gamification-elements in an e-learning environment based on learners' motivation69 cited
  • 2019The Effect of the Kahoot Quiz on the Student's Results in the Exam60 cited
  • 2020Investigating the effect of gamification elements on bank customers to personalize gamified systems58 cited