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Perceptions, quality and motivational needs in image tagging human computation games
16 references·3 citing·37 second hop
Perceptions, quality and motivational needs in image tagging human computation games (2011)Perceptions, quality and motivational nee…Designing Virtual Worlds (2025)Designing Virtual WorldsA Motivational Model of Video Game Engagement (2010)A Motivational Model of Video…The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Who plays, how much, and why?…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Designing games with a purpose (2008)Designing games with a purposeEffects of extrinsic and intrinsic motivation on employee knowledge sharing intentions (2007)Effects of extrinsic and intr…Determinants of adoption of mobile games under mobile broadband wireless access environment (2007)Determinants of adoption of m…The 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…Journal of the American Society for Information Science and Technology (2006)Journal of the American Socie…GameFlow (2005)GameFlowFlow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…The achieving society. (1961)The achieving society.The More, the Merrier? - How Adding and Removing Game Design Elements Impact Motivation and Performance in a Gamification Environment (2021)The More, the Merrier? - How …Knowledge creation and play (2017)Knowledge creation and playDesigning Cooperative Gamification (2017)Designing Cooperative Gamific…Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)Intrinsic Motivation and Self-Determination in Human Behavior (1985)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 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)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)Flow: The Psychology of Optimal Experience (1991)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Engagement in digital entertainment games: A systematic review (2011)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The theory of planned behavior (1991)Encouraging knowledge sharing among employees: How job design matters (2009)Why a Central Network Position Isn't Enough: The Role of Motivation and Ability for Knowledge Sharing in Employee Networks (2011)The effects of individual motivations and social capital on employees’ tacit and explicit knowledge sharing intentions (2012)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)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)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Achievement goals and optimal motivation: Testing multiple goal models. (2001)The role of national culture in international marketing research (2001)Organizational Learning from Performance Feedback (2003)What Good Are Positive Emotions? (1998)From game design elements to gamefulness (2011)
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  • 2007Effects of extrinsic and intrinsic motivation on employee knowledge sharing intentions1,342 cited
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  • 2007Determinants of adoption of mobile games under mobile broadband wireless access environment

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Cited by

  • 2017Designing Cooperative Gamification51 cited
  • 2021The More, the Merrier? - How Adding and Removing Game Design Elements Impact Motivation and Performance in a Gamification Environment44 cited
  • 2017Knowledge creation and play14 cited