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Knowledge discovery of game design features by mining user-generated feedback
16 references·1 citing·48 second hop
Knowledge discovery of game design features by mining user-generated feedback (2016)Knowledge discovery of game design featur…Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …The effect of virtual achievements on student engagement (2013)The effect of virtual achieve…Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise (2013)Social Motivations To Use Gam…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment (2013)Empirical Study on the Effect…Myths and Realities of Respondent Engagement in Online Surveys (2012)Myths and Realities of Respon…Gamification and Serious Games for Personalized Health (2012)Gamification and Serious Game…GamiCAD (2012)GamiCADFor the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …From game design elements to gamefulness (2011)From game design elements to …Results from deploying a participation incentive mechanism within the enterprise (2008)Results from deploying a part…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Customer Loyalty: Toward an Integrated Conceptual Framework (1994)Customer Loyalty: Toward an I…Effects of Brand Awareness on Choice for a Common, Repeat-Purchase Product (1990)Effects of Brand Awareness on…Intention to Adopt Digital Games for Safety Training in Young Farm Operators: The Role of Ease of Use, Perceived Usefulness, and Game Design Characteristics (2024)Intention to Adopt Digital Ga…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)What Video Games Have to Teach Us about Learning and Literacy (2004)Developing a Theory of Gamified Learning (2014)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Digital Game-Based Learning (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)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)Judgment under Uncertainty: Heuristics and Biases (1975)Dimensions of Consumer Expertise (1987)Managing What Consumers Learn from Experience (1989)A conceptual model of perceived customer value in e‐commerce: A preliminary investigation (2003)Heuristic Decision Making (2010)Influencer Marketing: How Message Value and Credibility Affect Consumer Trust of Branded Content on Social Media (2018)Self-explanations: How students study and use examples in learning to solve problems (1989)Self‐Explanations: How Students Study and Use Examples in Learning to Solve Problems (1989)Eliciting self-explanations improves understanding, (1994)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)“Working out for likes”: An empirical study on social influence in exercise gamification (2015)Does gamification increase engagement with online programs? A systematic review (2017)Competitive Strategy: Techniques for Analyzing Industries and Competitors (1980)Understanding Attitudes and Predicting Social Behavior (1980)A Conceptual Model of Service Quality and Its Implications for Future Research (1985)Whence Consumer Loyalty? (1999)Whence Consumer Loyalty? (1999)An examination of the effects of motivation and satisfaction on destination loyalty: a structural model (2003)Flow: The Psychology of Optimal Experience (1991)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The psychology of interpersonal relations. (1958)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Gamification in theory and action: A survey (2014)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Gamification for health and wellbeing: A systematic review of the literature (2016)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)
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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1994Customer Loyalty: Toward an Integrated Conceptual Framework6,599 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 1990Effects of Brand Awareness on Choice for a Common, Repeat-Purchase Product962 cited
  • 2012A social gamification framework for a K-6 learning platform854 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 2013The effect of virtual achievements on student engagement497 cited
  • 2013Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise415 cited
  • 2012Gamification and Serious Games for Personalized Health301 cited
  • 2008Results from deploying a participation incentive mechanism within the enterprise258 cited
  • 2012Myths and Realities of Respondent Engagement in Online Surveys237 cited

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2013
Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment
225 cited
  • 2012GamiCAD222 cited
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    • 2024Intention to Adopt Digital Games for Safety Training in Young Farm Operators: The Role of Ease of Use, Perceived Usefulness, and Game Design Characteristics6 cited