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The Impact of Gamification in Social Live Streaming Services
10 references·0 citing·36 second hop
The Impact of Gamification in Social Live Streaming Services (2018)The Impact of Gamification in Social Live…World of Streaming. Motivation and Gratification on Twitch (2017)World of Streaming. Motivatio…Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness (2017)Self-Determination Theory: Ba…Gamification (2012)GamificationInformation Markets: A Strategic Guideline for the I-Commerce (2011)Information Markets: A Strate…Information Markets (2011)Information MarketsGamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From game design elements to gamefulness (2011)From game design elements to …The structure and function of communication in society (2007)The structure and function of…Relations Between Gratifications Sought and Obtained (1980)Relations Between Gratificati…The uses of mass communications : current perspectives on gratifications research (1975)The uses of mass communicatio…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)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)Mass Communication and Para-Social Interaction (1956)Uses and Gratifications of Social Media: A Comparison of Facebook and Instant Messaging (2010)Uses and Grats 2.0: New Gratifications for New Media (2013)Social media engagement: What motivates user participation and consumption on YouTube? (2016)The Process and Effects of Mass Communication (1973)The Process and Effects of Mass Communication (1974)The Social Amplification of Risk: A Conceptual Framework (1988)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Stuart Hall: Critical Dialogues in Cultural Studies (2006)Coefficient Alpha and the Internal Structure of Tests (1951)Uses and Gratifications Theory in the 21st Century (2000)Calculating, Interpreting, And Reporting Cronbach’s Alpha Reliability Coefficient For Likert-Type Scales (2003)Social motivations of live-streaming viewer engagement on Twitch (2018)You Watch, You Give, and You Engage (2018)Content versus community focus in live streaming services: how to drive engagement in synchronous social media (2021)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)Product/Consumption-Based Affective Responses and Postpurchase Processes (1987)Predictors of Internet Use (2000)Self-Determination Theory in Work Organizations: The State of a Science (2017)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Partial Least Squares Structural Equation Modeling (PLS-SEM) in second language and education research: Guidelines using an applied example (2022)Acceptance and Quality Perception of Social Network Standard and Non-standard Services in Different Cultures (2015)Between the Profiles: Another such Bias. Technology Acceptance Studies on Social Network Services (2015)Information Behavior on Video on Demand Services: User Motives and Their Selection Criteria for Content (2021)Multidimensional Journal Evaluation of PLOS ONE (2013)Monopolies On Social Network Services (Sns) Markets And Competition Law (2015)Information Behavior on Social Live Streaming Services (2016)
this work references cited by second hop

References

  • 2017Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness13,872 cited
  • 2011From game design elements to gamefulness11,928 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,378 cited
  • 2007The structure and function of communication in society2,257 cited
  • 1975The uses of mass communications : current perspectives on gratifications research2,123 cited
  • 2012Gamification861 cited
  • 1980Relations Between Gratifications Sought and Obtained365 cited
  • 2017World of Streaming. Motivation and Gratification on Twitch146 cited
  • 2011Information Markets44 cited
  • 2011Information Markets: A Strategic Guideline for the I-Commerce44 cited

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