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"Don't Whip Me With Your Games"
16 references·0 citing·32 second hop
"Don't Whip Me With Your Games" (2016)"Don't Whip Me With Your Games"Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…Shallow Gamification (2014)Shallow GamificationModeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014)Modeling the efficacy of pers…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Demographic differences in perceived benefits from gamification (2014)Demographic differences in pe…Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity (2014)Deconstructing gamification: …(Re)Defining Gamification: A Process Approach (2014)(Re)Defining Gamification: A …Towards personalised, gamified systems (2013)Towards personalised, gamifie…Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise (2013)Social Motivations To Use Gam…A User-Centered Theoretical Framework for Meaningful Gamification (2012)A User-Centered Theoretical F…From game design elements to gamefulness (2011)From game design elements to …What a to-do (2004)What a to-doWhy do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…Intrinsic and Extrinsic Motivation (2003)Intrinsic and Extrinsic Motiv…“Banana Time”: Job Satisfaction and Informal Interaction (1959)“Banana Time”: Job Satisfacti…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)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)The Gamification of Learning: a Meta-analysis (2019)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The Galaxy platform for accessible, reproducible and collaborative biomedical analyses: 2016 update (2016)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)A meta-analysis of the technology acceptance model (2006)Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation (2008)A systematic literature review of empirical evidence on computer games and serious games (2012)Structural equation modeling in practice: A review and recommended two-step approach. (1988)The Model for Introduction of Gamification into E-learning in Higher Education (2015)Technology acceptance theories and factors influencing artificial Intelligence-based intelligent products (2019)Science and Human Behavior (1953)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)User Acceptance of Hedonic Information Systems1 (2004)Incentives and Prosocial Behavior (2006)Handbook of Self-Determination Research (2004)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamifying learning experiences: Practical implications and outcomes (2013)Serious games and the gamification of tourism (2016)Social Capital, Intellectual Capital, and the Organizational Advantage (1998)Crafting a Job: Revisioning Employees as Active Crafters of Their Work (2001)Reconceptualizing Organizational Routines as a Source of Flexibility and Change (2003)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)What Is eSports and Why Do People Watch It? (2017)
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References

  • 2011From game design elements to gamefulness10,427 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,840 cited
  • 2003Intrinsic and Extrinsic Motivation2,912 cited
  • 2014Gamification in theory and action: A survey2,675 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,016 cited
  • 1959“Banana Time”: Job Satisfaction and Informal Interaction1,024 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance995 cited
  • 2014Demographic differences in perceived benefits from gamification840 cited
  • 2012A User-Centered Theoretical Framework for Meaningful Gamification563 cited
  • 2013Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise415 cited
  • 2014(Re)Defining Gamification: A Process Approach393 cited
  • 2014Modeling the efficacy of persuasive strategies for different gamer types in serious games for health320 cited
  • 2014Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity272 cited
  • 2004What a to-do218 cited
  • 2014

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Shallow Gamification
208 cited
  • 2013Towards personalised, gamified systems187 cited
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