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A gamification framework for the long-term engagement of smart citizens
8 references·7 citing·45 second hop
A gamification framework for the long-term engagement of smart citizens (2016)A gamification framework for the long-ter…Using gamification to incentivize sustainable urban mobility (2015)Using gamification to incenti…Saving energy in an office environment: A serious game intervention (2014)Saving energy in an office en…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …TRIPZOOM: a System to Motivate Sustainable Urban Mobility (2012)TRIPZOOM: a System to Motivat…A Generic Platform for Enterprise Gamification (2012)A Generic Platform for Enterp…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Evaluation of voluntary travel behaviour change: Experiences from three continents (2009)Evaluation of voluntary trave…The sustainable mobility paradigm (2007)The sustainable mobility para…Participatory Planning and Gamification: Insights from Hungary (2025)Participatory Planning and Ga…Game.UP: Gamified Urban Planning Participation Enhancing Exploration, Motivation, and Interactions (2022)Game.UP: Gamified Urban Plann…Internet-of-Gamification: A Review of Literature on IoT-enabled Gamification for User Engagement (2021)Internet-of-Gamification: A R…Automatic generation and recommendation of personalized challenges for gamification (2020)Automatic generation and reco…Gamification of E-Participation: A Literature Review (2019)Gamification of E-Participati…Exploring the world through small green steps (2018)Exploring the world through s…Changing the game: a case for gamifying knowledge management (2017)Changing the game: a case for…Augmented Learning: Research and Design of Mobile Educational Games (2008)Evaluation of a pervasive game for domestic energy engagement among teenagers (2009)A systematic literature review of empirical evidence on computer games and serious games (2012)Developing a gamified mobile application to encourage sustainable energy use in the office (2018)Using a serious game to communicate risk and minimize psychological distance regarding environmental pollution (2019)‘Go with the flow’ for gamification and sustainability marketing (2021)Travel Mode Choice of Women (2002)Car use: lust and must. Instrumental, symbolic and affective motives for car use (2004)Communication and Persuasion: Central and Peripheral Routes to Attitude Change (2015)Users’ willingness to ride an integrated public-transport service: A literature review (2016)Investigating the complexity of perceived service quality and perceived safety and security in building loyalty among bus passengers in Vietnam – A PLS-SEM approach (2020)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)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)Total engagement: using games and virtual worlds to change the way people work and businesses compete (2010)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Reality is broken: why games make us better and how they can change the world (2012)Implementing Gamification: Requirements and Gamification Platforms (2014)Towards a Code of Ethics for Gamification at Enterprise (2014)Introduction to Gamification: Foundation and Underlying Theories (2016)How derived is the demand for travel? Some conceptual and measurement considerations (2001)Promoting Safe Walking and Cycling to Improve Public Health: Lessons From The Netherlands and Germany (2003)Cities, mobility and climate change (2011)Promoting Cycling for Transport: Research Needs and Challenges (2014)Bike sharing: A review of evidence on impacts and processes of implementation and operation (2015)The Knowledge-creating company: How Japanese companies create the dynamics of innovation (1997)The Tacit Dimension (1997)Gamification in human resource management—Status quo and quo vadis (2020)Investigating the potential for using gamification to empower knowledge workers (2020)Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft (2021)The rating of chessplayers, past and present (1978)Gamification as a panacea to workplace cyberloafing: an application of self-determination and social bonding theories (2024)Designing Virtual Worlds (2025)Effectiveness of nudges for sustainable transportation: A systematic review (2025)Flow: The Psychology of Optimal Experience (1991)The Computer for the 21st Century (1991)Customer Engagement (2011)Gamify, engage, build loyalty: exploring the benefits of gameful experience for branded sports apps (2023)Gamification in theory and action: A survey (2014)Exploring gamification to support manufacturing education on industry 4.0 as an enabler for innovation and sustainability (2018)Gamification design to foster stakeholder engagement and behavior change: An application to urban freight transport (2018)Game on! A state-of-the-art overview of doing business with gamification (2023)
this work references cited by second hop

References

  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2007The sustainable mobility paradigm2,771 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2009Evaluation of voluntary travel behaviour change: Experiences from three continents179 cited
  • 2014Saving energy in an office environment: A serious game intervention169 cited
  • 2015Using gamification to incentivize sustainable urban mobility154 cited
  • 2012A Generic Platform for Enterprise Gamification109 cited
  • 2012TRIPZOOM: a System to Motivate Sustainable Urban Mobility25 cited

Cited by

  • 2021Internet-of-Gamification: A Review of Literature on IoT-enabled Gamification for User Engagement58 cited
  • 2017Changing the game: a case for gamifying knowledge management56 cited
  • 2020Automatic generation and recommendation of personalized challenges for gamification55 cited
  • 2019Gamification of E-Participation: A Literature Review54 cited
  • 2018Exploring the world through small green steps33 cited
  • 2022Game.UP: Gamified Urban Planning Participation Enhancing Exploration, Motivation, and Interactions31 cited
  • 2025

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Participatory Planning and Gamification: Insights from Hungary
7 cited