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Examining the Effectiveness of Gamification in Human Computation
16 references·3 citing·43 second hop
Examining the Effectiveness of Gamification in Human Computation (2017)Examining the Effectiveness of Gamificati…A definition for gamification: anchoring gamification in the service marketing literature (2016)A definition for gamification…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…Playing for Real (2008)Playing for RealDesigning games with a purpose (2008)Designing games with a purposeThe impact of Web quality and playfulness on user acceptance of online retailing (2007)The impact of Web quality and…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…GameFlow (2005)GameFlowAcceptance of Internet-based learning medium: the role of extrinsic and intrinsic motivation (2005)Acceptance of Internet-based …The psychology of attitudes. A.H. Eagly & S. Chaiken. Fort Worth, TX: Harcourt, Brace, & Janovich, 1993, 794 pp. Reviewed by Christopher Leone, University of North Florida (1995)The psychology of attitudes. …User acceptance of information technology: system characteristics, user perceptions and behavioral impacts (1993)User acceptance of informatio…Information Systems Success: The Quest for the Dependent Variable (1992)Information Systems Success: …A power primer. (1992)A power primer.The general causality orientations scale: Self-determination in personality (1985)The general causality orienta…Attitude-behavior relations: A theoretical analysis and review of empirical research. (1977)Attitude-behavior relations: …Research on the influencing factors of users’ continuance intentions of wearable medical devices—a perspective integrating the UTAUT model and gamification elements (2025)Research on the influencing f…Enhancing user engagement: The role of gamification in mobile apps (2021)Enhancing user engagement: Th…The impact of gamified interaction on mobile learning APP users’ learning performance: the moderating effect of users’ learning style (2020)The impact of gamified intera…Nature of Prejudice (1954)The Handbook of Social Psychology (1969)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)From Intentions to Actions: A Theory of Planned Behavior (1985)Understanding Information Systems Continuance: An Expectation-Confirmation Model1 (2001)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 Gamification of Learning: a Meta-analysis (2019)The Psychology of Interpersonal Relations. (1958)Generalized expectancies for internal versus external control of reinforcement. (1966)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The Development and Validation of a Scale to Measure Self-Compassion (2003)Self‐determination theory and work motivation (2005)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Gamification. using game-design elements in non-gaming contexts (2011)The benefits of playing video games. (2013)The statistical power of abnormal-social psychological research: A review. (1962)Handbook of clinical psychology (1965)Do studies of statistical power have an effect on the power of studies? (1989)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)A model of (often mixed) stereotype content: Competence and warmth respectively follow from perceived status and competition. (2002)ESG and financial performance: aggregated evidence from more than 2000 empirical studies (2015)Flow: the psychology of optimal experience (1990)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow: The Psychology of Optimal Experience (1991)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Evolving to a New Dominant Logic for Marketing (2003)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Gamification of health professions education: a systematic review (2020)Review : Knowledge Management and Knowledge Management Systems: Conceptual Foundations And Research Issues1,2 (2001)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Design Science in Information Systems Research1 (2004)Understanding Information Technology Usage: A Test of Competing Models (1995)Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)
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References

  • 1992A power primer.44,746 cited
  • 1992Information Systems Success: The Quest for the Dependent Variable10,815 cited
  • 1977Attitude-behavior relations: A theoretical analysis and review of empirical research.8,009 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification6,655 cited
  • 1985The general causality orientations scale: Self-determination in personality5,671 cited
  • 1993User acceptance of information technology: system characteristics, user perceptions and behavioral impacts4,840 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,386 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games3,220 cited
  • 2005GameFlow2,365 cited
  • 2016A definition for gamification: anchoring gamification in the service marketing literature1,284 cited
  • 2005Acceptance of Internet-based learning medium: the role of extrinsic and intrinsic motivation1,186 cited
  • 2008Designing games with a purpose1,186 cited
  • 2009The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing1,078 cited
  • 2008Playing for Real1,043 cited
  • 1995The psychology of attitudes. A.H. Eagly & S. Chaiken. Fort Worth, TX: Harcourt, Brace, & Janovich, 1993, 794 pp. Reviewed by Christopher Leone, University of North Florida

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  • 2007The impact of Web quality and playfulness on user acceptance of online retailing986 cited
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    • 2021Enhancing user engagement: The role of gamification in mobile apps562 cited
    • 2020The impact of gamified interaction on mobile learning APP users’ learning performance: the moderating effect of users’ learning style26 cited
    • 2025Research on the influencing factors of users’ continuance intentions of wearable medical devices—a perspective integrating the UTAUT model and gamification elements4 cited