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Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise
16 references·16 citing·27 second hopsampled
Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise (2013)Social Motivations To Use Gamification: A…From game design elements to gamefulness (2011)From game design elements to …Nudge: improving decisions about health, wealth, and happiness (2008)Nudge: improving decisions ab…The Benefits of Facebook “Friends:” Social Capital and College Students’ Use of Online Social Network Sites (2007)The Benefits of Facebook “Fri…A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects: Results from a Monte Carlo Simulation Study and an Electronic-Mail Emotion/Adoption Study (2003)A Partial Least Squares Laten…Understanding Information Systems Continuance: An Expectation-Confirmation Model1 (2001)Understanding Information Sys…A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)A Theoretical Extension of th…The partial least squares approach for structural equation modeling. (1998)The partial least squares app…Modern Methods for Business Research (1998)Modern Methods for Business R…The theory of planned behavior (1991)The theory of planned behaviorPerceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…LISREL 7 : user's reference guide (1989)LISREL 7 : user's reference g…Structural equation modeling in practice: A review and recommended two-step approach. (1988)Structural equation modeling …Network externalities, competition, and compatibility (1985)Network externalities, compet…Review of Psychometric theory (2nd ed.). (1979)Review of Psychometric theory…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Gamification of cooperation: A framework, literature review and future research agenda (2022)Gamification of cooperation: …Gamified money: exploring the effectiveness of gamification in mobile payment adoption among the silver generation in China (2021)Gamified money: exploring the…The effects of a gamified human resource management system on job satisfaction and engagement (2020)The effects of a gamified hum…Gamification and online impulse buying: The moderating effect of gender and age (2020)Gamification and online impul…Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use (2019)Gameful Experience Questionna…Factors to Consider for Tailored Gamification (2019)Factors to Consider for Tailo…The effects of player type on performance: A gamification case study (2018)The effects of player type on…Gamification: A cognitive-emotional view (2018)Gamification: A cognitive-emo…Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017)Gamification in the Workplace…Using Gamification to Motivate Students with Dyslexia (2016)Using Gamification to Motivat…Playing seriously – How gamification and social cues influence bank customers to use gamified e-business applications (2016)Playing seriously – How gamif…The Model for Introduction of Gamification into E-learning in Higher Education (2015)The Model for Introduction of…Gamification and learning: a review of issues and research (2015)Gamification and learning: a …Player Types: A Meta-synthesis (2014)Player Types: A Meta-synthesisMeasuring flow in gamification: Dispositional Flow Scale-2 (2014)Measuring flow in gamificatio…GAMIFYING INFORMATION SYSTEMS - A SYNTHESIS OF GAMIFICATION MECHANICS AND DYNAMICS (2014)GAMIFYING INFORMATION SYSTEMS…Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Society and the Adolescent Self-Image (1965)The Strength of Weak Ties (1973)Social Capital in the Creation of Human Capital (1988)Is There Social Capital in a Social Network Site?: Facebook Use and College Students' Life Satisfaction, Trust, and Participation (2009)A 61-million-person experiment in social influence and political mobilization (2012)Motivational, emotional, and behavioral correlates of fear of missing out (2013)Coefficient Alpha and the Internal Structure of Tests (1951)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past Research (2006)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Diffusion of Innovations 1 (2019)Construct validity in psychological tests. (1955)Significance tests and goodness of fit in the analysis of covariance structures. (1980)The Commitment-Trust Theory of Relationship Marketing (1994)PLS-SEM: Indeed a Silver Bullet (2011)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)Poverty Impedes Cognitive Function (2013)Using social and behavioural science to support COVID-19 pandemic response (2020)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)When to use and how to report the results of PLS-SEM (2018)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Trust and TAM in Online Shopping: An Integrated Model1 (2003)
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References

  • 1991The theory of planned behavior90,729 cited
  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1988Structural equation modeling in practice: A review and recommended two-step approach.41,858 cited
  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 2000A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies22,991 cited
  • 1998The partial least squares approach for structural equation modeling.12,728 cited
  • 2008Nudge: improving decisions about health, wealth, and happiness11,572 cited
  • 1979Review of Psychometric theory (2nd ed.).11,425 cited
  • 2007The Benefits of Facebook “Friends:” Social Capital and College Students’ Use of Online Social Network Sites9,932 cited
  • 2001Understanding Information Systems Continuance: An Expectation-Confirmation Model18,741 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1989LISREL 7 : user's reference guide6,783 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 1998Modern Methods for Business Research6,534 cited
  • 2003A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects: Results from a Monte Carlo Simulation Study and an Electronic-Mail Emotion/Adoption Study

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6,477 cited
  • 1985Network externalities, competition, and compatibility6,093 cited
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    • 2016Playing seriously – How gamification and social cues influence bank customers to use gamified e-business applications184 cited
    • 2018The effects of player type on performance: A gamification case study176 cited
    • 2019Factors to Consider for Tailored Gamification143 cited
    • 2014GAMIFYING INFORMATION SYSTEMS - A SYNTHESIS OF GAMIFICATION MECHANICS AND DYNAMICS141 cited
    • 2020The effects of a gamified human resource management system on job satisfaction and engagement137 cited
    • 2021Gamified money: exploring the effectiveness of gamification in mobile payment adoption among the silver generation in China119 cited
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