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Gamification and Serious Games in a Healthcare Informatics Context
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Gamification and Serious Games in a Healthcare Informatics Context (2018)Gamification and Serious Games in a Healt…Gamification 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 …The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…From game design elements to gamefulness (2011)From game design elements to …Measuring personality in one minute or less: A 10-item short version of the Big Five Inventory in English and German (2006)Measuring personality in one …Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Half-Real: Video Games betwee…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Social Influence: Compliance and Conformity (2004)Social Influence: Compliance …Handbook of Self-Determination Research (2004)Handbook of Self-Determinatio…What video games have to teach us about learning and literacy (2003)What video games have to teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Digital game-based learning (2003)Digital game-based learningIntrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic Motivation and Self…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)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)A study of normative and informational social influences upon individual judgment. (1955)The Norm of Reciprocity: A Preliminary Statement (1960)Self-Perception Theory (1972)Psychological Perspectives on Legitimacy and Legitimation (2005)Marketing through Instagram influencers: the impact of number of followers and product divergence on brand attitude (2017)Using social and behavioural science to support COVID-19 pandemic response (2020)The development of markers for the Big-Five factor structure. (1992)The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)A very brief measure of the Big-Five personality domains (2003)Why do people use Facebook? (2011)Public Opinion on Automated Driving: Results of an International Questionnaire Among 5,000 Respondents (2014)Psychological characteristics associated with COVID-19 vaccine hesitancy and resistance in Ireland and the United Kingdom (2021)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Les passions de l'âme: On obsessive and harmonious passion. (2003)Pursuing Happiness: The Architecture of Sustainable Change (2005)Self‐determination theory and work motivation (2005)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)
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References

  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 1988Intrinsic Motivation and Self-Determination in Human Behavior15,312 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2004Social Influence: Compliance and Conformity6,052 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2004Handbook of Self-Determination Research4,542 cited
  • 2006Measuring personality in one minute or less: A 10-item short version of the Big Five Inventory in English and German4,236 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2003Digital game-based learning3,104 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2005Half-Real: Video Games between Real Rules and Fictional Worlds

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2,150 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
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