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Greater rewards in videogames lead to more presence, enjoyment and effort
15 references·2 citing·44 second hop
Greater rewards in videogames lead to more presence, enjoyment and effort (2018)Greater rewards in videogames lead to mor…The effect of virtual achievements on student engagement (2013)The effect of virtual achieve…Proceedings of the First International Conference on Gameful Design, Research, and Applications (2013)Proceedings of the First Inte…Game Analytics : Maximizing the Value of Player Data (2013)Game Analytics : Maximizing t…Do points, levels and leaderboards harm intrinsic motivation? (2013)Do points, levels and leaderb…Children's engagement during digital game-based learning of reading: The effects of time, rewards, and challenge (2013)Children's engagement during …Game reward systems: Gaming experiences and social meanings (2011)Game reward systems: Gaming e…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 …Physical activity motivating games (2010)Physical activity motivating …Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation (2006)Phasic Emotional Reactions to…GameFlow (2005)GameFlowA meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)A meta-analytic review of exp…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Psychometric Properties of the Intrinsic Motivation Inventory in a Competitive Sport Setting: A Confirmatory Factor Analysis (1989)Psychometric Properties of th…How to Conduct Valuable Marketing Research With Neurophysiological Tools (2025)How to Conduct Valuable Marke…Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms (2024)Self-Determination Theory and…The two general activation systems of affect: Structural findings, evolutionary considerations, and psychobiological evidence. (1999)Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Enjoyment: At the Heart of Media Entertainment (2004)The psychophysiology of James Bond: Phasic emotional responses to violent video game events. (2008)Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player (2009)Exploring the value of purchasing online game items (2011)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Engaging Asian students through game mechanics: Findings from two experiment studies (2015)On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking (2015)Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun? (2018)The Psychology of Interpersonal Relations. (1958)A Coefficient of Agreement for Nominal Scales (1960)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)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 (1991)Gamification. using game-design elements in non-gaming contexts (2011)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)Self-explanations: How students study and use examples in learning to solve problems (1989)Self‐Explanations: How Students Study and Use Examples in Learning to Solve Problems (1989)Eliciting self-explanations improves understanding, (1994)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)“Working out for likes”: An empirical study on social influence in exercise gamification (2015)Does gamification increase engagement with online programs? A systematic review (2017)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)Coefficient Alpha and the Internal Structure of Tests (1951)Significance tests and goodness of fit in the analysis of covariance structures. (1980)Application of confirmatory factor analysis to the study of self-concept: First- and higher order factor models and their invariance across groups. (1985)Toward A Hierarchical Model of Intrinsic and Extrinsic Motivation (1997)On the Assessment of Situational Intrinsic and Extrinsic Motivation: The Situational Motivation Scale (SIMS) (2000)Exercise, physical activity, and self-determination theory: A systematic review (2012)Subjective well-being: Three decades of progress. (1999)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)Event tourism: Definition, evolution, and research (2007)Gamification for health and wellbeing: A systematic review of the literature (2016)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 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
  • 1989Psychometric Properties of the Intrinsic Motivation Inventory in a Competitive Sport Setting: A Confirmatory Factor Analysis2,691 cited
  • 2005GameFlow2,122 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2013The effect of virtual achievements on student engagement497 cited
  • 2013Do points, levels and leaderboards harm intrinsic motivation?314 cited
  • 2006Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation263 cited
  • 2013Game Analytics : Maximizing the Value of Player Data259 cited
  • 2011Game reward systems: Gaming experiences and social meanings211 cited
  • 2013Children's engagement during digital game-based learning of reading: The effects of time, rewards, and challenge203 cited
  • 2010Physical activity motivating games115 cited
  • 2013Proceedings of the First International Conference on Gameful Design, Research, and Applications

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