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Is Virtual Citizen Science A Game?
16 references·0 citing·31 second hop
Is Virtual Citizen Science A Game? (2018)Is Virtual Citizen Science A Game?Shallow Gamification (2014)Shallow GamificationGamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …Gamification (2013)GamificationRemoving gamification from an enterprise SNS (2012)Removing gamification from an…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Gamification (2012)GamificationDefining gamification (2012)Defining gamificationAnalysis and application of gamification (2012)Analysis and application of g…Situated motivational affordances of game elements: A conceptual model (2011)Situated motivational afforda…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 …Virtual “Third Places”: A Case Study of Sociability in Massively Multiplayer Games (2007)Virtual “Third Places”: A Cas…Qualitative research in health care: Analysing qualitative data (2000)Qualitative research in healt…A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)A meta-analytic review of exp…Qualitative data analysis for applied policy research (2002)Scoping studies: towards a methodological framework (2005)A General Inductive Approach for Analyzing Qualitative Evaluation Data (2006)Qualitative Data Analysis (2008)The Discovery of Grounded Theory (2017)Thematic Analysis (2017)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)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)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)Rules of Play: Game Design Fundamentals (2003)GameFlow (2005)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The sharing economy: Why people participate in collaborative consumption (2015)Leaving College: Rethinking the Causes and Cures of Student Attrition (1988)Glued to games: how video games draw us in and hold us spellbound (2011)The effect of gamification on motivation and engagement (2017)Gamification of e-learning in higher education: a systematic literature review (2023)Evolving to a New Dominant Logic for Marketing (2003)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)
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References

  • 2011From game design elements to gamefulness11,928 cited
  • 2000Qualitative research in health care: Analysing qualitative data8,408 cited
  • 1999A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.7,781 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification6,655 cited
  • 2014Gamification in theory and action: A survey2,989 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,696 cited
  • 2012Defining gamification1,343 cited
  • 2012Gamification861 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service741 cited
  • 2013Gamification346 cited
  • 2012Removing gamification from an enterprise SNS284 cited
  • 2012Analysis and application of gamification234 cited
  • 2007Virtual “Third Places”: A Case Study of Sociability in Massively Multiplayer Games219 cited
  • 2011Situated motivational affordances of game elements: A conceptual model216 cited

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  • 2014Shallow Gamification208 cited
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