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How to engage users through gamification: The prevalent effects of playing and mastering over competing
16 references·4 citing·45 second hop
How to engage users through gamification: The prevalent effects of playing and mastering over competing (2015)How to engage users through gamification:…The Concept of Flow (2014)The Concept of FlowA primer on partial least squares structural equation modeling (PLS-SEM) (2014)A primer on partial least squ…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…From game design elements to gamefulness (2011)From game design elements to …Consumer engagement in a virtual brand community: An exploratory analysis (2011)Consumer engagement in a virt…Construct Measurement and Validation Procedures in MIS and Behavioral Research: Integrating New and Existing Techniques1 (2011)Construct Measurement and Val…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…Scaling Procedures: Issues and Applications (2003)Scaling Procedures: Issues an…A 2 × 2 achievement goal framework. (2001)A 2 × 2 achievement goal fram…Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Time Flies When You’re Having…The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The "What" and "Why" of Goal …Computer Self-Efficacy: Development of a Measure and Initial Test (1995)Computer Self-Efficacy: Devel…A power primer. (1992)A power primer.Achievement motivation: Conceptions of ability, subjective experience, task choice, and performance. (1984)Achievement motivation: Conce…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)Examining the effectiveness o…Meaningful engagement with a gamified knowledge management system: theoretical conceptualization and empirical validation (2022)Meaningful engagement with a …Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Toward Meaningful Engagement:…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Self-efficacy: Toward a unifying theory of behavioral change. 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(1980)On the Evaluation of Structural Equation Models (1988)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Partial least squares structural equation modeling (PLS-SEM) (2014)When to use and how to report the results of PLS-SEM (2018)Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)
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References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error113,385 cited
  • 1992A power primer.44,746 cited
  • 2000The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior40,930 cited
  • 2014A primer on partial least squares structural equation modeling (PLS-SEM)12,786 cited
  • 2011From game design elements to gamefulness11,928 cited
  • 1995Computer Self-Efficacy: Development of a Measure and Initial Test6,556 cited
  • 2000Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage14,763 cited
  • 1984Achievement motivation: Conceptions of ability, subjective experience, task choice, and performance.4,504 cited
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  • 2011Consumer engagement in a virtual brand community: An exploratory analysis3,416 cited
  • 2011Construct Measurement and Validation Procedures in MIS and Behavioral Research: Integrating New and Existing Techniques13,230 cited
  • 2006Motivations for Play in Online Games2,961 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,410 cited
  • 2008Measuring and defining the experience of immersion in games2,207 cited
  • 2003

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Scaling Procedures: Issues and Applications
2,091 cited
  • 2014The Concept of Flow1,748 cited
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    • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review2,108 cited
    • 2017Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1568 cited
    • 2023Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis521 cited
    • 2022Meaningful engagement with a gamified knowledge management system: theoretical conceptualization and empirical validation23 cited