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Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity
14 references·16 citing·38 second hop
Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity (2014)Deconstructing gamification: evaluating t…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …A User-Centered Theoretical Framework for Meaningful Gamification (2012)A User-Centered Theoretical F…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 …From game design elements to gamefulness (2011)From game design elements to …Badges in Social Media: A Social Psychological Perspective (2011)Badges in Social Media: A Soc…Effective techniques in healthy eating and physical activity interventions: A meta-regression. (2009)Effective techniques in healt…Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Fish’n’Steps: Encouraging Phy…Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Building a practically useful…Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Extrinsic Rewards and Intrins…The Reflective Practitioner: How Professionals Think in Action (1985)The Reflective Practitioner: …Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self…The reflective practitioner: How professionals think in action (1984)The reflective practitioner: …A Theory of Social Comparison Processes (1954)A Theory of Social Comparison…The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review (2022)The Effects of mHealth-Based …From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement (2021)From top to bottom: How posit…Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials (2021)Evaluating the Effectiveness …A systematic evaluation of game elements effects on students’ motivation (2021)A systematic evaluation of ga…A Bibliometric Analysis of Gamification Research (2021)A Bibliometric Analysis of Ga…Role of gamification in classroom teaching: Pre-service teachers’ view (2020)Role of gamification in class…Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements (2020)Can gamification increases co…Opening the black box of gameful experience: Implications for gamification process design (2019)Opening the black box of game…Experiences that matter? The motivational experiences and business outcomes of gamified services (2019)Experiences that matter? The …Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities (2018)Walking for fun or for “likes…Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types (2018)Personalizing Persuasive Stra…Gamification, quantified-self or social networking? Matching users’ goals with motivational technology (2018)Gamification, quantified-self…Exploring the influence of common game elements on ideation output and motivation (2018)Exploring the influence of co…Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature (2016)Understanding persuasion cont…Governments Should Play Games (2016)Governments Should Play GamesGamification Solutions to Enhance Software User Engagement—A Systematic Review (2016)Gamification Solutions to Enh…The 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)Meta-analysis in clinical trials (1986)A power primer. 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this work references cited by second hop

References

  • 1985Intrinsic Motivation and Self-Determination in Human Behavior26,744 cited
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  • 1954A Theory of Social Comparison Processes20,836 cited
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  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2009Effective techniques in healthy eating and physical activity interventions: A meta-regression.2,229 cited
  • 2001Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again1,595 cited
  • 2006Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game853 cited
  • 2012A User-Centered Theoretical Framework for Meaningful Gamification563 cited
  • 2011From game design elements to gamefulness367 cited
  • 2011Badges in Social Media: A Social Psychological Perspective297 cited

Cited by

  • 2018

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Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
229 cited
  • 2021Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials220 cited
  • 2016Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature188 cited
  • 2016Gamification Solutions to Enhance Software User Engagement—A Systematic Review175 cited
  • 2022The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review160 cited
  • 2018Gamification, quantified-self or social networking? Matching users’ goals with motivational technology136 cited
  • 2019Experiences that matter? The motivational experiences and business outcomes of gamified services135 cited
  • 2020Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements125 cited
  • 2018Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities113 cited
  • 2020Role of gamification in classroom teaching: Pre-service teachers’ view109 cited
  • 2021A Bibliometric Analysis of Gamification Research102 cited
  • 2016Governments Should Play Games99 cited
  • 2021A systematic evaluation of game elements effects on students’ motivation98 cited
  • 2019Opening the black box of gameful experience: Implications for gamification process design95 cited
  • 2021From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement95 cited
  • 2018Exploring the influence of common game elements on ideation output and motivation92 cited