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Gamification
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Gamification (2014)GamificationPast, present, and future of customer engagement (2021)Past, present, and future of …Gamification in OTA platforms: A mixed-methods research involving online shopping carnival (2021)Gamification in OTA platforms…When gamification backfires: the impact of perceived justice on online community contributions (2020)When gamification backfires: …Uncovering the dark side of gamification at work: Impacts on engagement and well-being (2020)Uncovering the dark side of g…Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training (2020)Gamification to Enhance Motiv…Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning (2020)Evaluating Activation and Abs…Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs (2020)Capturing the complexity of g…Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification (2020)Active and Emerging Methodolo…Serious Games and Gamification in the Corporate Training Environment: a Literature Review (2019)Serious Games and Gamificatio…Main gamification concepts: A systematic mapping study (2019)Main gamification concepts: A…Gamification: A cognitive-emotional view (2018)Gamification: A cognitive-emo…Gamification of production and logistics operations: Status quo and future directions (2018)Gamification of production an…Gamification in Action: Theoretical and Practical Considerations for Medical Educators (2018)Gamification in Action: Theor…Gamification approaches to the early stage of innovation (2018)Gamification approaches to th…Triangular love–hate: management and control in creative crowdworking (2017)Triangular love–hate: managem…A theory of work gamification: Something old, something new, something borrowed, something cool? (2016)A theory of work gamification…A Theory of Social Comparison Processes (1954)The Social Psychology of Organizations. (1979)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The ethics of people analytics: risks, opportunities and recommendations (2021)Artificial Intelligence–HRM Interactions and Outcomes: A Systematic Review and Causal Configurational Explanation (2022)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Self-determination theory: A macrotheory of human motivation, development, and health. (2008)From game design elements to gamefulness (2011)Break out of the Classroom: The Use of Escape Rooms as an Alternative Teaching Strategy in Surgical Education (2018)Challenges and Opportunities of Preclinical Medical Education: COVID-19 Crisis and Beyond (2020)Game-based learning in medical education (2023)Sensemaking in Organizations (1996)Communities of practice learning, meaning, and identity (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Game-based learning and gamification to improve skills in early years education (2019)Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review (2021)Odds stacked against workers: datafied gamification on Chinese and American food delivery platforms (2021)Stress, appraisal, and coping (1985)Stress: Appraisal and Coping (2013)Gamification and online impulse buying: The moderating effect of gender and age (2020)Travel Anxiety, Risk Attitude and Travel Intentions towards “Travel Bubble” Destinations in Hong Kong: Effect of the Fear of COVID-19 (2020)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Work gamification: Effects on enjoyment, productivity and the role of leadership (2020)Teachers’ experiences of using game-based learning methods in project management higher education (2022)Flip Your Classroom: Reach Every Student in Every Class Every Day (2012)Gamifying learning experiences: Practical implications and outcomes (2013)Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education (2020)Learning Mathematics with Emerging Methodologies—The Escape Room as a Case Study (2020)School Engagement: Potential of the Concept, State of the Evidence (2004)The impact of automatic speech recognition technology on second language pronunciation and speaking skills of EFL learners: a mixed methods investigation (2023)Leveling up in corporate training: Unveiling the power of gamification to enhance knowledge retention, knowledge sharing, and job performance (2024)The Effect of AI Gamification on Students’ Engagement and Academic Achievement in Malaysia: SEM Analysis Perspectives (2025)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Seeking Qualitative Rigor in Inductive Research (2012)It is Really Not a Game: An Integrative Review of Gamification for Service Research (2022)Negative effects of gamification in education software: Systematic mapping and practitioner perceptions (2022)The extended reality technology (ERT) framework for designing customer and service experiences in phygital settings: a service research agenda (2022)Case Study Research: Design and Methods (1984)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Case study research: design and methods (2011)An Update for Taxonomy Designers (2021)Can gamification improve the virtual reality tourism experience? Analyzing the mediating role of tourism fatigue (2023)Impact of Gamification on Students’ Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning (2024)Using thematic analysis in psychology (2006)Users of the world, unite! The challenges and opportunities of Social Media (2009)How to conduct a bibliometric analysis: An overview and guidelines (2021)Customer engagement and social media: Revisiting the past to inform the future (2022)Fuzzy-set qualitative comparative analysis (fsQCA) in business and management research: A contemporary overview (2022)Social media influencer marketing: foundations, trends, and ways forward (2023)
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  • 2021Past, present, and future of customer engagement505 cited
  • 2018Gamification in Action: Theoretical and Practical Considerations for Medical Educators254 cited
  • 2018Gamification: A cognitive-emotional view246 cited
  • 2019Serious Games and Gamification in the Corporate Training Environment: a Literature Review221 cited
  • 2016A theory of work gamification: Something old, something new, something borrowed, something cool?203 cited
  • 2020Uncovering the dark side of gamification at work: Impacts on engagement and well-being176 cited
  • 2018Gamification of production and logistics operations: Status quo and future directions163 cited
  • 2020Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification159 cited
  • 2020Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs153 cited
  • 2020Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training145 cited
  • 2019Main gamification concepts: A systematic mapping study137 cited
  • 2017Triangular love–hate: management and control in creative crowdworking137 cited
  • 2021Gamification in OTA platforms: A mixed-methods research involving online shopping carnival

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122 cited
  • 2020Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning121 cited
  • 2018Gamification approaches to the early stage of innovation110 cited
  • 2020When gamification backfires: the impact of perceived justice on online community contributions98 cited