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Work and Play
10 references·14 citing·52 second hopsampled
Work and Play (2016)Work and PlayMost liked, fewest friends (2014)Most liked, fewest friendsDoes Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …Removing gamification from an enterprise SNS (2012)Removing gamification from an…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…Results from deploying a participation incentive mechanism within the enterprise (2008)Results from deploying a part…Motivations for social networking at work (2008)Motivations for social networ…Strong ties, weak ties and islands: structural and cultural predictors of organizational innovation (2002)Strong ties, weak ties and is…Rating the ratings: Assessing the psychometric quality of rating data. (1980)Rating the ratings: Assessing…Responsible innovation at work: gamification, public engagement, and privacy by design (2022)Responsible innovation at wor…Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences (2021)Improving instruction and sex…Gamification-less: may gamification really foster civic participation? A controlled field experiment (2021)Gamification-less: may gamifi…Factors contributing to teachers’ acceptance intention of gamified learning tools in secondary schools: An exploratory study (2021)Factors contributing to teach…A Systematic Review of the Effect of Gamification on Adherence Across Disciplines (2021)A Systematic Review of the Ef…Using gamification elements for competitive crowdsourcing: exploring the underlying mechanism (2020)Using gamification elements f…Gamification in Corporate Training to Enhance Engagement: An Approach (2020)Gamification in Corporate Tra…An exploration of world of Warcraft for the gamification of virtual organizations (2020)An exploration of world of Wa…Gamification vs. Privacy: Identifying and Analysing the Major Concerns (2019)Gamification vs. Privacy: Ide…The greatest battle is within ourselves: An experiment on the effects of competition alone on task performance (2018)The greatest battle is within…Gamification of Enterprise Systems: A Lifecycle Approach (2017)Gamification of Enterprise Sy…Gamification in the Workplace: A Systematic Literature Review (2017)Gamification in the Workplace…From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems (2017)From Games to Gamification: A…Gamification in software engineering teamworks: A systematic literature review (2016)Gamification in software engi…A constant error in psychological ratings. 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(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. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Do badges increase user activity? A field experiment on the effects of gamification (2015)Why do people use gamification services? (2015)What Is eSports and Why Do People Watch It? (2017)Economic Action and Social Structure: The Problem of Embeddedness (1985)Structural Holes and Good Ideas (2004)TAKING STOCK OF NETWORKS AND ORGANIZATIONS: A MULTILEVEL PERSPECTIVE. (2004)The iron cage revisited institutional isomorphism and collective rationality in organizational fields (2004)Path dependence and regional economic evolution (2006)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Why should i share? examining social capital and knowledge contribution in electronic networks of practice (2005)Why Should I Share? Examining Social Capital and Knowledge Contribution in Electronic Networks of Practice1 (2005)The Reader-to-Leader Framework: Motivating Technology-Mediated Social Participation (2009)When social networks cross boundaries (2009)Organizational Culture and Leadership (1986)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Using social psychology to motivate contributions to online communities (2004)On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking (2015)Social Media and Their Affordances for Organizing: A Review and Agenda for Research (2017)Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing (2018)Effects of externally mediated rewards on intrinsic motivation. (1971)Status Characteristics and Social Interaction (1972)Using Social Psychology to Motivate Contributions to Online Communities (2005)A case study in the gamification of a university-level games development course (2013)Need-supporting gamification in education: An assessment of motivational effects over time (2018)Gig-workers’ motivation: thinking beyond carrots and sticks (2019)The Measurement of Observer Agreement for Categorical Data (1977)Effect of achievement-related gamification on brand attachment (2021)How do gamification mechanics drive solvers’ Knowledge contribution? A study of collaborative knowledge crowdsourcing (2022)Leveraging gamification technology to motivate environmentally responsible behavior: An empirical examination of Ant Forest (2023)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2008Motivations for social networking at work758 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 1980Rating the ratings: Assessing the psychometric quality of rating data.545 cited
  • 2002Strong ties, weak ties and islands: structural and cultural predictors of organizational innovation522 cited
  • 2011Badges in Social Media: A Social Psychological Perspective297 cited
  • 2012Removing gamification from an enterprise SNS284 cited
  • 2008Results from deploying a participation incentive mechanism within the enterprise258 cited
  • 2014Most liked, fewest friends24 cited

Cited by

  • 2020Using gamification elements for competitive crowdsourcing: exploring the underlying mechanism61 cited
  • 2017Gamification in the Workplace: A Systematic Literature Review56 cited
  • 2017From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems55 cited
  • 2021Factors contributing to teachers’ acceptance intention of gamified learning tools in secondary schools: An exploratory study

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44 cited
  • 2020Gamification in Corporate Training to Enhance Engagement: An Approach42 cited
  • 2019Gamification vs. Privacy: Identifying and Analysing the Major Concerns41 cited
  • 2018The greatest battle is within ourselves: An experiment on the effects of competition alone on task performance37 cited
  • 2021A Systematic Review of the Effect of Gamification on Adherence Across Disciplines35 cited
  • 2017Gamification of Enterprise Systems: A Lifecycle Approach29 cited
  • 2021Gamification-less: may gamification really foster civic participation? A controlled field experiment28 cited
  • 2020An exploration of world of Warcraft for the gamification of virtual organizations28 cited
  • 2016Gamification in software engineering teamworks: A systematic literature review26 cited
  • 2021Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences26 cited
  • 2022Responsible innovation at work: gamification, public engagement, and privacy by design20 cited