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AR and Gamification Concepts to Reduce Driver Boredom and Risk Taking Behaviours
16 references·2 citing·35 second hop
AR and Gamification Concepts to Reduce Driver Boredom and Risk Taking Behaviours (2014)AR and Gamification Concepts to Reduce Dr…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…From game design elements to gamefulness (2011)From game design elements to …The Control-Value Theory of Achievement Emotions (2007)The Control-Value Theory of A…Effects of distraction and experience on situation awareness and simulated driving (2007)Effects of distraction and ex…Cell-Phone–Induced Driver Distraction (2007)Cell-Phone–Induced Driver Dis…The Control-Value Theory of Achievement Emotions: Assumptions, Corollaries, and Implications for Educational Research and Practice (2006)The Control-Value Theory of A…Towards a general theory of driver behaviour (2005)Towards a general theory of d…Effects of mental fatigue on attention: An ERP study (2005)Effects of mental fatigue on …Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Monotony of road environment and driver fatigue: a simulator study (2003)Monotony of road environment …The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)The magical number seven, plu…Behavioral Expressions and Biosocial Bases of Sensation Seeking (1994)Behavioral Expressions and Bi…Cognitive Load During Problem Solving: Effects on Learning (1988)Cognitive Load During Problem…Sensation seeking in England and America: Cross-cultural, age, and sex comparisons. (1978)Sensation seeking in England …The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plu…Gamification in the Transport and Mobility Sector: A Systematic Review (2024)Gamification in the Transport…Gamification Reloaded (2021)Gamification ReloadedThe theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification in theory and action: A survey (2014)The achievement motive (1953)Drives and the C. N. S. (conceptual nervous system). (1955)Conflict, arousal, and curiosity. (1960)Sensation seeking: A new conceptualization and a new scale (1994)Sexual Sensation Seeking and Sexual Compulsivity Scales: Validity, and Predicting HIV Risk Behavior (1995)Curiosity and Exploration: Facilitating Positive Subjective Experiences and Personal Growth Opportunities (2004)How We Think (1910)Perception in chess (1973)Toward a Theory of Situation Awareness in Dynamic Systems (1995)Cognitive Architecture and Instructional Design (1998)THE ACT OF DISCOVERY (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)Sources of Self-Efficacy in School: Critical Review of the Literature and Future Directions (2008)Achievement goals and achievement emotions: Testing a model of their joint relations with academic performance. (2009)Measuring emotions in students’ learning and performance: The Achievement Emotions Questionnaire (AEQ) (2010)EXPERIMENTAL PSYCHOLOGY (1940)Working Memory (1974)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)A scaling method for priorities in hierarchical structures (1977)How to make a decision: The analytic hierarchy process (1990)Genetic and environmental influences on human psychological differences (2002)Investigating the Importance of Trust on Adopting an Autonomous Vehicle (2015)
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References

  • 1956The magical number seven, plus or minus two: Some limits on our capacity for processing information.17,773 cited
  • 1994The magical number seven, plus or minus two: Some limits on our capacity for processing information.17,161 cited
  • 1988Cognitive Load During Problem Solving: Effects on Learning10,975 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2006The Control-Value Theory of Achievement Emotions: Assumptions, Corollaries, and Implications for Educational Research and Practice5,605 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 1994Behavioral Expressions and Biosocial Bases of Sensation Seeking2,674 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 1978Sensation seeking in England and America: Cross-cultural, age, and sex comparisons.1,904 cited
  • 2007The Control-Value Theory of Achievement Emotions1,200 cited
  • 2005Effects of mental fatigue on attention: An ERP study1,088 cited
  • 2005Towards a general theory of driver behaviour878 cited
  • 2003Monotony of road environment and driver fatigue: a simulator study695 cited
  • 2007

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Cell-Phone–Induced Driver Distraction
394 cited
  • 2007Effects of distraction and experience on situation awareness and simulated driving254 cited
  • Cited by

    • 2021Gamification Reloaded30 cited
    • 2024Gamification in the Transport and Mobility Sector: A Systematic Review27 cited