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Does Gamification Work? A Literature Review
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Does Gamification Work? A Literature Review (2013)Does Gamification Work? A Literature Revi…To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners’ Behaviours and Motivation (2020)To Tailor or Not to Tailor Ga…Tailoring Gamification for Adolescents: a Validation Study of Big Five and Hexad in Dutch (2020)Tailoring Gamification for Ad…GAMIFICATION IN EDUCATION AND ACTIVE METHODOLOGIES AT HIGHER EDUCATION (2019)GAMIFICATION IN EDUCATION AND…Gamification Framework Design of Management Education and Development in Industrial Revolution 4.0 (2019)Gamification Framework Design…Gamification and entrepreneurial intentions (2019)Gamification and entrepreneur…What’s in the Game? Developing a Taxonomy of Gamification Concepts for Health Apps (2018)What’s in the Game? Developin…The Dark Side of Gamification: How We Should Stop Worrying and Study also the Negative Impacts of Bringing Game Design Elements to Everywhere. (2017)The Dark Side of Gamification…Gender Moderation in Gamification: Does One Size Fit All? (2017)Gender Moderation in Gamifica…Detecting and Clustering Students by their Gamification Behavior with Badges: A Case Study in Engineering Education (2017)Detecting and Clustering Stud…The Use of Gamification at Different Levels of E-Recruitment (2015)The Use of Gamification at Di…LexiPal: Design, Implementation and Evaluation of Gamification on Learning Application for Dyslexia (2015)LexiPal: Design, Implementati…Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification (2015)Level Up Your Strategy: Towar…Detecting playfulness in educational gamification through behavior patterns (2015)Detecting playfulness in educ…A Descriptive Literature Review and Classification Framework for Gamification in Information Systems (2015)A Descriptive Literature Revi…PERSONALITY BASED GAMIFICATION: HOW DIFFERENT PERSONALITIES PERCEIVE GAMIFICATION (2014)PERSONALITY BASED GAMIFICATIO…A course gamification platform supporting student motivation and engagement (2014)A course gamification platfor…Flow: the psychology of optimal experience (1990)Self-determination theory: A macrotheory of human motivation, development, and health. (2008)From game design elements to gamefulness (2011)Gamifikasi (Gamification) Konsep dan Penerapan (2020)Serious Gaming for Behaviour Change: A Systematic Review (2022)Gamification in education and training: A literature review (2025)From Intentions to Actions: A Theory of Planned Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Adaptive Approach for Gamification Optimization (2014)Does Personality Affect Students' Perceived Preferences for Game Elements in Gamified Learning Environments? (2018)What Perception Do Students Have About the Gamification Elements? (2020)A power primer. (1992)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Computer-based business games in higher education: A proposal of a gamified learning framework (2022)A Review of the Literature for Designing and Developing a Framework for Adaptive Gamification in Physics Education (2023)Specific reading disability (dyslexia): what have we learned in the past four decades? (2004)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification as a Supportive Tool for School Children with Dyslexia (2019)Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal (2022)Gamification in Mobile Apps for Children With Disabilities: Scoping Review (2024)\nThe use of partial least squares path modeling in international marketing (2009)Does gender stereotype threat in gamified educational environments cause anxiety? An experimental study (2017)Impact of compulsory participation of medical students in a multiuser online game to learn radiological anatomy and radiological signs within the virtual world Second Life (2021)Player profiles for game‐based applications in engineering education (2022)Analyzing the Past to Prepare for the Future: Writing a Literature Review (2002)Defining gamification (2012)Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects (2019)The Effectiveness of the Foodbot Factory Mobile Serious Game on Increasing Nutrition Knowledge in Children (2020)The Role of Gamification in Health Behavior Change: A Review of Theory-driven Studies (2020)A User-Centered Theoretical Framework for Meaningful Gamification (2012)A systematic mapping on gamification applied to education (2014)A Research Agenda for the Why, What, and How of Gamification Designs: Outcomes of an ECIS 2019 Panel (2019)Gamification and customer experience in online retail: a qualitative study focusing on ethical perspective (2022)Understanding the dark side of gamified interactions on short-form video platforms: Through a lens of expectations violations theory (2022)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Gamified experimental physics classes: a promising active learning methodology for higher education (2019)Gamification for Brand Value Co-Creation: A Systematic Literature Review (2021)Innovation farm: Teaching artificial intelligence through gamified social entrepreneurship in an introductory MIS course* (2021)Накануне схода лавины. Высшее образование и грядущая революция (пер. с англ. Н. Микшиной) (2013)Gamification Model Framework and its Use in E-Learning in Higher Education (2021)Beyond playful learning – Serious games for the human-centric digital transformation of production and a design process model (2022)The Effectiveness of Business Intelligence Management Implementation in Industry 4.0 (2022)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A primer on partial least squares structural equation modeling (PLS-SEM) (2014)Analyzing the relationships between learners’ motivation and observable engaged behaviors in a gamified learning environment (2021)The Impact of Game Elements on Learner Motivation: Influence of Initial Motivation and Player Profile (2022)Innovative Strategies for Fostering Student Engagement and Collaborative Learning among Extended Curriculum Programme Students (2023)
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  • 2018What’s in the Game? Developing a Taxonomy of Gamification Concepts for Health Apps51 cited
  • 2014PERSONALITY BASED GAMIFICATION: HOW DIFFERENT PERSONALITIES PERCEIVE GAMIFICATION48 cited
  • 2015LexiPal: Design, Implementation and Evaluation of Gamification on Learning Application for Dyslexia45 cited
  • 2014A course gamification platform supporting student motivation and engagement38 cited
  • 2015A Descriptive Literature Review and Classification Framework for Gamification in Information Systems38 cited
  • 2020Tailoring Gamification for Adolescents: a Validation Study of Big Five and Hexad in Dutch

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32 cited
  • 2015The Use of Gamification at Different Levels of E-Recruitment30 cited
  • 2019GAMIFICATION IN EDUCATION AND ACTIVE METHODOLOGIES AT HIGHER EDUCATION30 cited
  • 2017Detecting and Clustering Students by their Gamification Behavior with Badges: A Case Study in Engineering Education30 cited