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UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification
16 references·9 citing·40 second hop
UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification (2018)UniCraft: Exploring the impact of asynchr…Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…Intrinsic motivation and extrinsic incentives jointly predict performance: A 40-year meta-analysis. (2014)Intrinsic motivation and extr…Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Assessing the effects of gami…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …From game design elements to gamefulness (2011)From game design elements to …Fundamentals of game design (2010)Fundamentals of game designThe Art of Game Design (2008)The Art of Game DesignFlow in games (and everything else) (2007)Flow in games (and everything…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…What video games have to teach us about learning and literacy (2003)What video games have to teac…The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The "What" and "Why" of Goal …A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)A meta-analytic review of exp…Using learning analytics to explore peer learning patterns in asynchronous gamified environments (2024)Using learning analytics to e…Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms (2024)Self-Determination Theory and…Understanding how gamification of English morphological analysis in a blended learning environment influences students’ engagement and reading comprehension (2023)Understanding how gamificatio…Explaining the Outcomes of Social Gamification: A Longitudinal Field Experiment (2023)Explaining the Outcomes of So…When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App (2022)When Gamification Spoils Your…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)Impact of compulsory particip…GoRace: A Multi-Context and Narrative-Based Gamification Suite to Overcome Gamification Technological Challenges (2021)GoRace: A Multi-Context and N…Gamification, motivation, and engagement at work: a qualitative multiple case study (2021)Gamification, motivation, and…Gamification in Teaching and Learning Languages: A Systematic Literature Review (2021)Gamification in Teaching and …The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)The Psychology of Interpersonal Relations. (1958)A Coefficient of Agreement for Nominal Scales (1960)Intrinsic Motivation and Self-Determination in Human Behavior (1988)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)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)A Theory of Social Comparison Processes (1954)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Self‐determination theory and work motivation (2005)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Work and motivation (1964)Test anxiety effects, predictors, and correlates: A 30-year meta-analytic review (2017)Brick by Brick: The Origins, Development, and Future of Self-Determination Theory (2019)Student Motivation and Associated Outcomes: A Meta-Analysis From Self-Determination Theory (2021)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)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)
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References

  • 2000The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior34,111 cited
  • 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
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2014Intrinsic motivation and extrinsic incentives jointly predict performance: A 40-year meta-analysis.1,980 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2008The Art of Game Design1,906 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2010Fundamentals of game design1,226 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2004A Theory of Fun for Game Design1,110 cited

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2007
Flow in games (and everything else)
1,013 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance995 cited
  • Cited by

    • 2021Gamification in Teaching and Learning Languages: A Systematic Literature Review59 cited
    • 2024Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms57 cited
    • 2022When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App55 cited
    • 2023Explaining the Outcomes of Social Gamification: A Longitudinal Field Experiment42 cited
    • 2024Using learning analytics to explore peer learning patterns in asynchronous gamified environments42 cited
    • 2021GoRace: A Multi-Context and Narrative-Based Gamification Suite to Overcome Gamification Technological Challenges42 cited
    • 2021Gamification, motivation, and engagement at work: a qualitative multiple case study37 cited
    • 2021Impact of compulsory participation of medical students in a multiuser online game to learn radiological anatomy and radiological signs within the virtual world Second Life33 cited
    • 2023Understanding how gamification of English morphological analysis in a blended learning environment influences students’ engagement and reading comprehension32 cited