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Gamification
14 references·1 citing·38 second hop
Gamification (2013)GamificationReality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Dienstleistungsengineering und -management (2012)Dienstleistungsengineering un…Defining gamification (2012)Defining gamificationConsumerization (2012)ConsumerizationA social gamification framework for a K-6 learning platform (2012)A social gamification framewo…Reality is broken: why games make us better and how they can change the world (2011)Reality is broken: why games …Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…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 …Why Break the Habit of a Lifetime? Rethinking the Roles of Intention, Habit, and Emotion in Continuing Information Technology use1 (2009)Why Break the Habit of a Life…Why break the habit of a lifetime? rethinking the roles of intention, habit, and emotion in continuing information technology use (2009)Why break the habit of a life…Business Engineering (2003)Business EngineeringIntrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Business Engineering (2000)Business EngineeringTriangular love–hate: management and control in creative crowdworking (2017)Triangular love–hate: managem…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A Theory of Goal Setting and Task PerformanceA Theory of Goal Setting and Task Performance, by LockeEdwin A. and LathamGary P.. Englewood Cliffs, NJ: Prentice-Hall, 1990. (1991)From Content to Context: Videogames as Designed Experience (2006)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Gamified learning in higher education: A systematic review of the literature (2018)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)What Video Games Have to Teach Us about Learning and Literacy (2004)Developing a Theory of Gamified Learning (2014)Digital Game-Based Learning (2020)Evolving to a New Dominant Logic for Marketing (2003)Demographic differences in perceived benefits from gamification (2014)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)A definition for gamification: anchoring gamification in the service marketing literature (2016)Case Study Research: Design and Methods (1984)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Understanding Information Systems Continuance: An Expectation-Confirmation Model1 (2001)From Use to Effective Use: A Representation Theory Perspective (2012)Anxious or Angry? Effects of Discrete Emotions on the Perceived Helpfulness of Online Reviews1 (2014)The non-monetary benefits of mobile commerce: Extending UTAUT2 with perceived value (2018)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)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)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Integrating Technology Addiction and Use: an Empirical Investigation of Online Auction Users1 (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Do badges increase user activity? A field experiment on the effects of gamification (2015)Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017)
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References

  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2012Defining gamification1,155 cited
  • 2012A social gamification framework for a K-6 learning platform854 cited
  • 2011Reality is broken: why games make us better and how they can change the world721 cited
  • 2009Why Break the Habit of a Lifetime? Rethinking the Roles of Intention, Habit, and Emotion in Continuing Information Technology use1513 cited
  • 2009Why break the habit of a lifetime? rethinking the roles of intention, habit, and emotion in continuing information technology use460 cited
  • 2012Dienstleistungsengineering und -management168 cited
  • 2000Business Engineering157 cited
  • 2003Business Engineering44 cited
  • 2012Consumerization21 cited

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  • 2017Triangular love–hate: management and control in creative crowdworking

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137 cited