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Gamification Patterns for Gamification Applications
11 references·8 citing·41 second hop
Gamification Patterns for Gamification Applications (2014)Gamification Patterns for Gamification Ap…Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …Using Gamification in an Online Community (2012)Using Gamification in an Onli…It was a bit of a race: gamification of version control (2012)It was a bit of a race: gamif…Gamification (2012)GamificationGame Mechanics: Advanced Game Design (2012)Game Mechanics: Advanced Game…Defining gamification (2012)Defining gamificationFrom game design elements to gamefulness (2011)From game design elements to …Design patterns for learning games (2011)Design patterns for learning …Fundamentals of game design (2010)Fundamentals of game designPatterns in game design (2004)Patterns in game designDesign Patterns: Elements of Reusable Object-Oriented Software (1994)Design Patterns: Elements of …Understanding Fitness App Users’ Loyalty and Word of Mouth through Gameful Experience and Flow Theory (2023)Understanding Fitness App Use…Player profiles for game‐based applications in engineering education (2022)Player profiles for game‐base…Gamification in Software Engineering: A literature Review (2021)Gamification in Software Engi…An Interactive Serious Mobile Game for Supporting the Learning of Programming in JavaScript in the Context of Eco-Friendly City Management (2020)An Interactive Serious Mobile…Serious Game iDO: Towards Better Education in Dementia Care (2019)Serious Game iDO: Towards Bet…A Research Agenda for the Why, What, and How of Gamification Designs: Outcomes of an ECIS 2019 Panel (2019)A Research Agenda for the Why…The challenges of gamifying CSR communication (2018)The challenges of gamifying C…Conceptual Modeling in Human Resource Management: A Design Research Approach (2017)Conceptual Modeling in Human …A Pattern Language (1977)The Anatomy of a Design Theory (2007)Galaxy: a comprehensive approach for supporting accessible, reproducible, and transparent computational research in the life sciences (2010)Socio-technical systems: From design methods to systems engineering (2010)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)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Do badges increase user activity? A field experiment on the effects of gamification (2015)Why do people use gamification services? (2015)What Is eSports and Why Do People Watch It? (2017)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification in Education: What, How, Why Bother? (2011)Gamification of E-Participation: A Literature Review (2019)Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program (2019)The Effect of the Kahoot Quiz on the Student's Results in the Exam (2019)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)Experiential Learning : Experience as the Source of Learning and Development (1983)Games, Motivation, and Learning: A Research and Practice Model (2002)Effects of mobile gaming patterns on learning outcomes: a literature review (2012)Learning and Collaboration Technologies (2015)Gamification in MOOCs to enhance users' goal achievement (2017)Defining Game Mechanics (2008)Handbook of Research on Effective Electronic Gaming in Education (2009)The Design, Play, and Experience Framework (2009)The effect of virtual achievements on student engagement (2013)Gamification and Mobile Marketing Effectiveness (2016)Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017)Informal STEM Learning in Game Jams, Hackathons and Game Creation Events (2016)Gaming for the energy transition. Experimenting and learning in co-designing a serious game prototype (2017)Participatory game prototyping – balancing domain content and playability in a serious game design for the energy transition (2018)Unit Operations: An Approach to Videogame Criticism (2006)Framework for Designing and Evaluating Game Achievements (2011)
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References

  • 1994Design Patterns: Elements of Reusable Object-Oriented Software21,704 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2010Fundamentals of game design1,226 cited
  • 2012Defining gamification1,155 cited
  • 2012Gamification726 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 2004Patterns in game design498 cited
  • 2012Game Mechanics: Advanced Game Design265 cited
  • 2012Using Gamification in an Online Community87 cited
  • 2011Design patterns for learning games84 cited
  • 2012It was a bit of a race: gamification of version control75 cited

Cited by

  • 2018The challenges of gamifying CSR communication53 cited
  • 2019A Research Agenda for the Why, What, and How of Gamification Designs: Outcomes of an ECIS 2019 Panel53 cited
  • 2019Serious Game iDO: Towards Better Education in Dementia Care52 cited
  • 2020An Interactive Serious Mobile Game for Supporting the Learning of Programming in JavaScript in the Context of Eco-Friendly City Management48 cited

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2022
Player profiles for game‐based applications in engineering education
40 cited
  • 2021Gamification in Software Engineering: A literature Review39 cited
  • 2017Conceptual Modeling in Human Resource Management: A Design Research Approach13 cited
  • 2023Understanding Fitness App Users’ Loyalty and Word of Mouth through Gameful Experience and Flow Theory10 cited