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Situated motivational affordances of game elements: A conceptual model
4 references·16 citing·47 second hop
Situated motivational affordances of game elements: A conceptual model (2011)Situated motivational affordances of game…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)A meta-analytic review of exp…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…La gamificación en el ámbito educativo español: revisión sistemática (Gamification in the Spanish educational field: a systematic review) (2021)La gamificación en el ámbito …Does gamification engage users in online shopping? (2021)Does gamification engage user…Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users' energy conservation behaviour (2018)Gamification: Predicting the …Does educational gamification improve students’ motivation? If so, which game elements work best? (2018)Does educational gamification…Defining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs (2018)Defining gameful experience a…Using a gamified mobile app to increase student engagement, retention and academic achievement (2017)Using a gamified mobile app t…How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach (2017)How gamification of an enterp…Gamification's impact on manufacturing: Enhancing job motivation, satisfaction and operational performance with smartphone‐based gamified job design (2017)Gamification's impact on manu…Understanding how Gamification Influences Behaviour in Social Marketing (2016)Understanding how Gamificatio…Gamifying an ICT course: Influences on engagement and academic performance (2016)Gamifying an ICT course: Infl…Contextual Autonomy Support in Video Game Play (2016)Contextual Autonomy Support i…Engaging Elderly People in Telemedicine Through Gamification (2015)Engaging Elderly People in Te…Developing Open Badges: a comprehensive approach (2015)Developing Open Badges: a com…Gamification and Sustainable Consumption: Overcoming the Limitations of Persuasive Technologies (2014)Gamification and Sustainable …Using gamification to inspire new citizen science volunteers (2013)Using gamification to inspire…The kaleidoscope of effective gamification (2013)The kaleidoscope of effective…The Psychology of Interpersonal Relations. (1958)A Coefficient of Agreement for Nominal Scales (1960)Intrinsic Motivation and Self-Determination in Human Behavior (1988)The Power of Feedback (2007)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Using thematic analysis in psychology (2006)Gamification. using game-design elements in non-gaming contexts (2011)Because science is awesome (2016)An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes (2019)Using gamification elements for competitive crowdsourcing: exploring the underlying mechanism (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)The benefits of playing video games. (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Internet Addiction: The Emergence of a New Clinical Disorder (1998)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)School Engagement: Potential of the Concept, State of the Evidence (2004)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective (2018)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)Effect of Digital Game-Based Learning on Student Engagement and Motivation (2023)Self-Reports in Organizational Research: Problems and Prospects (1986)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Inducing individuals to engage in a gamified platform for environmental conservation (2020)Gamification in OTA platforms: A mixed-methods research involving online shopping carnival (2021)How gamification drives consumer citizenship behaviour: The role of perceived gamification affordances (2022)Gamifying learning experiences: Practical implications and outcomes (2013)Putting Education in “Educational” Apps (2015)Online learning readiness and attitudes towards gaming in gamified online learning – a mixed methods case study (2018)Towards a motivational design? Connecting gamification user types and online learning activities (2020)A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration (2021)Motivational processes affecting learning. (1986)Handbook of socialization theory and research (2007)Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students (2021)State of Research on Gamification in Education: A Bibliometric Survey (2021)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)PLS-SEM: Indeed a Silver Bullet (2011)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Energy and environmental efficiency of OECD countries in the context of the circular economy: Common weight analysis for malmquist productivity index (2019)Gamification Approaches for Education and Engagement on Pro-Environmental Behaviors: Searching for Best Practices (2020)How to improve user engagement and retention in mobile payment: A gamification affordance perspective (2023)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)
this work references cited by second hop

References

  • 1999A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.7,172 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2006Motivations for Play in Online Games2,933 cited

Cited by

  • 2016Gamifying an ICT course: Influences on engagement and academic performance204 cited
  • 2018Does educational gamification improve students’ motivation? If so, which game elements work best?199 cited
  • 2017How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach175 cited
  • 2017Using a gamified mobile app to increase student engagement, retention and academic achievement168 cited
  • 2013Using gamification to inspire new citizen science volunteers164 cited
  • 2018Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users' energy conservation behaviour159 cited
  • 2018Defining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs147 cited
  • 2016Understanding how Gamification Influences Behaviour in Social Marketing103 cited
  • 2015Developing Open Badges: a comprehensive approach97 cited

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2017
Gamification's impact on manufacturing: Enhancing job motivation, satisfaction and operational performance with smartphone‐based gamified job design
94 cited
  • 2013The kaleidoscope of effective gamification92 cited
  • 2014Gamification and Sustainable Consumption: Overcoming the Limitations of Persuasive Technologies88 cited
  • 2021Does gamification engage users in online shopping?81 cited
  • 2021La gamificación en el ámbito educativo español: revisión sistemática (Gamification in the Spanish educational field: a systematic review)80 cited
  • 2016Contextual Autonomy Support in Video Game Play74 cited
  • 2015Engaging Elderly People in Telemedicine Through Gamification67 cited