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The concept of gamification was first introduced in the literature in 2008 has increasingly been a topic for published books, blogs, and numerous articles in journals and other media outlets. Drawing on the author’s personal experience and published research this paper is intended to establish a definition of gamification that can be generally accepted, explain the popularity of the concept in terms of those elements that support effective learning, and make a case that those of us that have been involved with simulation are long time gamifiers.
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Stored only when both papers are in the corpus — 92 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.