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Gamification and serious games within the domain of domestic energy consumption: A systematic review
16 references·16 citing·37 second hopsampled
Gamification and serious games within the domain of domestic energy consumption: A systematic review (2017)Gamification and serious games within the…This changes everything: capitalism vs the climate (2016)This changes everything: capi…This changes everything: capitalism vs. the climate (2015)This changes everything: capi…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Gamification in Education and Business (2014)Gamification in Education and…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …A RECIPE for Meaningful Gamification (2014)A RECIPE for Meaningful Gamif…Green Illusions (2012)Green IllusionsA systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Reviewing studies with diverse designs: the development and evaluation of a new tool (2011)Reviewing studies with divers…International Organization for Standardization (2011)International Organization fo…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement (2010)Preferred reporting items for…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for…A conceptual analysis of the impact of travel demand management on private car use (2002)A conceptual analysis of the …Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Gamification for sustainable consumption: A state‐of‐the‐art overview and future agenda (2024)Gamification for sustainable …Game on! A state-of-the-art overview of doing business with gamification (2023)Game on! A state-of-the-art o…The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review (2022)The Effects of mHealth-Based …Gamification for behavior change: A scientometric review (2022)Gamification for behavior cha…Gamification for climate change engagement: review of corpus and future agenda (2021)Gamification for climate chan…A Bibliometric Analysis of Gamification Research (2021)A Bibliometric Analysis of Ga…‘Go with the flow’ for gamification and sustainability marketing (2021)‘Go with the flow’ for gamifi…The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis (2020)The Effects of Gamification o…The effects of a gamified human resource management system on job satisfaction and engagement (2020)The effects of a gamified hum…Social gamification affordances in the green IT services: perspectives from recognition and social overload (2020)Social gamification affordanc…Gamification Approaches for Education and Engagement on Pro-Environmental Behaviors: Searching for Best Practices (2020)Gamification Approaches for E…Gamification and online consumer decisions: Is the game over? (2019)Gamification and online consu…Game-based learning and gamification to improve skills in early years education (2019)Game-based learning and gamif…Can gamification improve financial behavior? The moderating role of app expertise (2019)Can gamification improve fina…Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project (2019)Assessing the effectiveness o…Designing gamified apps for sustainable consumption: A field study (2018)Designing gamified apps for s…The theory of planned behavior (1991)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)The Strengthening the Reporting of Observational Studies in Epidemiology (STROBE) Statement: Guidelines for Reporting Observational Studies (2007)Cochrane Handbook for Systematic Reviews of Interventions (2008)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: An updated guideline for reporting systematic reviews (2021)The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration (2009)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)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)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Gamification of Learning: a Meta-analysis (2019)The psychology of interpersonal relations. (1958)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Embodied energy injustices: Unveiling and politicizing the transboundary harms of fossil fuel extractivism and fossil fuel supply chains (2018)Movements shaping climate futures: A systematic mapping of protests against fossil fuel and low-carbon energy projects (2020)From extractivism to global extractivism: the evolution of an organizing concept (2022)An examination of corporate reporting, environmental management practices and firm performance (2006)How Do Employees Perceive Corporate Responsibility? Development and Validation of a Multidimensional Corporate Stakeholder Responsibility Scale (2015)Green human resource management research in emergence: A review and future directions (2017)The benefits of playing video games. (2013)An Overview of Serious Games (2014)Mapping learning and game mechanics for serious games analysis (2014)
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References

  • 2009Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement83,813 cited
  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 2011International Organization for Standardization12,534 cited
  • 2010Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement12,147 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2015This changes everything: capitalism vs. the climate1,488 cited
  • 2009Serious games : mechanisms and effects837 cited
  • 2011Reviewing studies with diverse designs: the development and evaluation of a new tool714 cited
  • 2014A RECIPE for Meaningful Gamification674 cited
  • 2014Gamification in Education and Business494 cited
  • 2002A conceptual analysis of the impact of travel demand management on private car use262 cited
  • 2016This changes everything: capitalism vs the climate

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224 cited
  • 2012Green Illusions112 cited
  • Cited by

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    • 2018Designing gamified apps for sustainable consumption: A field study148 cited
    • 2020Gamification Approaches for Education and Engagement on Pro-Environmental Behaviors: Searching for Best Practices143 cited
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    • 2019Game-based learning and gamification to improve skills in early years education126 cited
    • 2023Game on! A state-of-the-art overview of doing business with gamification113 cited
    • 2021Gamification for climate change engagement: review of corpus and future agenda108 cited
    • 2021A Bibliometric Analysis of Gamification Research102 cited
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    • 2024Gamification for sustainable consumption: A state‐of‐the‐art overview and future agenda88 cited
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    • 2019Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project76 cited