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Gamification usage ecology
16 references·1 citing·39 second hop
Gamification usage ecology (2017)Gamification usage ecologyHow does the web game design influence the behavior of e-banking users? (2017)How does the web game design …Designing Cooperative Gamification (2017)Designing Cooperative Gamific…Playing seriously – How gamification and social cues influence bank customers to use gamified e-business applications (2016)Playing seriously – How gamif…Interactivia.ro – A study of a gamification framework using zero-cost tools (2016)Interactivia.ro – A study of …Gamification: A framework for designing software in e-banking (2016)Gamification: A framework for…Gamification as a Mean of Driving Online Consumer Behaviour: SOR Model Perspective (2016)Gamification as a Mean of Dri…The Gamification Toolkit: Dynamics, Mechanics, and Components for the Win (2015)The Gamification Toolkit: Dyn…Actionable Gamification: Beyond Points, Badges, and Leaderboards (2015)Actionable Gamification: Beyo…A Literature Review of Gamification Design Frameworks (2015)A Literature Review of Gamifi…An Overview of Serious Games (2014)An Overview of Serious GamesFor the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…From game design elements to gamefulness (2011)From game design elements to …The Art of Game Design (2008)The Art of Game DesignModeling value propositions in e-Business (2003)Modeling value propositions i…A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)A meta-analytic review of exp…“Dump the paper quiz”—The PERI model for exploring gamification in student learning in the United Arab Emirates (2021)“Dump the paper quiz”—The PER…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Main gamification concepts: A systematic mapping study (2019)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)Adaptive gamification in E‐learning: A literature review and future challenges (2021)Serious Games (1970)Serious Games: Games That Educate, Train, and Inform (2005)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm (2019)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Serious Games and Gamification in Healthcare: A Meta-Review (2023)The Psychology of Interpersonal Relations. (1958)A Coefficient of Agreement for Nominal Scales (1960)Intrinsic Motivation and Self-Determination in Human Behavior (1988)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The Power of Feedback (2007)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Gamification and serious games: A literature meta-analysis and integrative model (2018)Need-supporting gamification in education: An assessment of motivational effects over time (2018)Gamification in theory and action: A survey (2014)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Serious games and the gamification of tourism (2016)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference (2017)Gamification in software engineering education: A systematic mapping (2018)Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)Gamification: a systematic review of design frameworks (2017)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Gamification of e-learning in higher education: a systematic literature review (2023)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 1999A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.7,172 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2008The Art of Game Design1,906 cited
  • 2015Actionable Gamification: Beyond Points, Badges, and Leaderboards779 cited
  • 2014An Overview of Serious Games657 cited
  • 2015A Literature Review of Gamification Design Frameworks285 cited
  • 2015The Gamification Toolkit: Dynamics, Mechanics, and Components for the Win278 cited
  • 2016Playing seriously – How gamification and social cues influence bank customers to use gamified e-business applications184 cited
  • 2016Gamification as a Mean of Driving Online Consumer Behaviour: SOR Model Perspective117 cited
  • 2016Gamification: A framework for designing software in e-banking91 cited
  • 2017How does the web game design influence the behavior of e-banking users?79 cited
  • 2003Modeling value propositions in e-Business69 cited
  • 2016Interactivia.ro – A study of a gamification framework using zero-cost tools

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58 cited
  • 2017Designing Cooperative Gamification51 cited
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    • 2021“Dump the paper quiz”—The PERI model for exploring gamification in student learning in the United Arab Emirates33 cited