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Gameful design in the automotive domain
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Gameful design in the automotive domain (2013)Gameful design in the automotive domainReality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Gaming concepts and incentives to change driver behaviour (2012)Gaming concepts and incentive…GamiCAD (2012)GamiCADReality is broken: why games make us better and how they can change the world (2011)Reality is broken: why games …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 …Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Play to win! Using games in library instruction to enhance student learning (2005)Play to win! Using games in l…Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Extrinsic Rewards and Intrins…Intrinsic motivation, extrinsic reinforcement, and inequity. (1972)Intrinsic motivation, extrins…Serious Games (1970)Serious GamesGamification in the Transport and Mobility Sector: A Systematic Review (2024)Gamification in the Transport…Reviewing In-vehicle Systems to Improve Fuel Efficiency and Road Safety (2015)Reviewing In-vehicle Systems …AR and Gamification Concepts to Reduce Driver Boredom and Risk Taking Behaviours (2014)AR and Gamification Concepts …What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Climbing up the leaderboard: an empirical study of applying Gamification techniques to a computer programming class (2016)Gamification Solutions to Enhance Software User Engagement—A Systematic Review (2016)Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance (2019)The Psychology of Interpersonal Relations. (1958)Towards an understanding of inequity. (1963)Inequity In Social Exchange (1965)Need satisfaction and the self-regulation of learning (1996)The effects of praise on children's intrinsic motivation: A review and synthesis. (2002)The Dark Side of Leadership: A Three-Level Investigation of the Cascading Effect of Abusive Supervision on Employee Creativity (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)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)A meta-analysis of the technology acceptance model (2006)Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation (2008)A systematic literature review of empirical evidence on computer games and serious games (2012)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)What Adolescents Learn in Organized Youth Activities: A Survey of Self‐Reported Developmental Experiences (2003)The effects of parental involvement on students’ academic self‐efficacy, engagement and intrinsic motivation (2009)Student Motivation and Associated Outcomes: A Meta-Analysis From Self-Determination Theory (2021)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)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)Toward an understanding of flow in video games (2008)A User-Centered Theoretical Framework for Meaningful Gamification (2012)An Overview of Serious Games (2014)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

  • 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
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,006 cited
  • 2001Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again1,595 cited
  • 1970Serious Games921 cited
  • 1972Intrinsic motivation, extrinsic reinforcement, and inequity.888 cited
  • 2011Reality is broken: why games make us better and how they can change the world721 cited
  • 2012GamiCAD222 cited
  • 2005Play to win! Using games in library instruction to enhance student learning54 cited
  • 2012Gaming concepts and incentives to change driver behaviour36 cited

Cited by

  • 2014AR and Gamification Concepts to Reduce Driver Boredom and Risk Taking Behaviours59 cited
  • 2015Reviewing In-vehicle Systems to Improve Fuel Efficiency and Road Safety55 cited
  • 2024Gamification in the Transport and Mobility Sector: A Systematic Review

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27 cited