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Not so gameful: A critical review of gamification in mobile energy applications
16 references·2 citing·37 second hop
Not so gameful: A critical review of gamification in mobile energy applications (2019)Not so gameful: A critical review of gami…Diffusion of Innovations 1 (2019)Diffusion of Innovations 1Gamification 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 …Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Gamification: What It Is and …For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…From game design elements to gamefulness (2011)From game design elements to …The Short List: The Most Effective Actions U.S. Households Can Take to Curb Climate Change (2008)The Short List: The Most Effe…Playing for Real (2008)Playing for RealDiffusion of innovations. (2003)Diffusion of innovations.Perceived Behavioral Control, Self‐Efficacy, Locus of Control, and the Theory of Planned Behavior 1 (2002)Perceived Behavioral Control,…Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Extrinsic Rewards and Intrins…The theory of planned behavior (1991)The theory of planned behaviorRATIONAL CHOICE AND THE FRAMING OF DECISIONS (1988)RATIONAL CHOICE AND THE FRAMI…Rational Choice and the Framing of Decisions (1986)Rational Choice and the Frami…Cognitive Dissonance (1962)Cognitive DissonanceReward‐based or meaningful gaming? A field study on game mechanics and serious games for sustainability (2021)Reward‐based or meaningful ga…Tailored gamification and serious game framework based on fuzzy logic for saving energy in connected thermostats (2020)Tailored gamification and ser…Prospect Theory: An Analysis of Decision under Risk (1979)An Evolutionary Theory of Economic Change. (1983)Prospect theory: An analysis of decision under risk (1988)Advances in prospect theory: Cumulative representation of uncertainty (1992)The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory. (1996)A perspective on judgment and choice: Mapping bounded rationality. (2003)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 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)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)Theory of reasoned action, theory of planned behavior, and the integrated behavioral model (2008)The dragons of inaction: Psychological barriers that limit climate change mitigation and adaptation. (2011)The Influence of Attitudes on Behavior (2018)Coefficient Alpha and the Internal Structure of Tests (1951)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Gamification of Learning: a Meta-analysis (2019)The Strength of Weak Ties (1973)User Acceptance of Information Technology: Toward A Unified View1 (2003)Is innovation always beneficial? A meta-analysis of the relationship between innovation and performance in SMEs (2010)Diffusion of Innovations (2015)Mobile payment: Understanding the determinants of customer adoption and intention to recommend the technology (2016)Representativeness Revisited: Attribute Substitution in Intuitive Judgment (2002)
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  • 2008

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The Short List: The Most Effective Actions U.S. Households Can Take to Curb Climate Change
530 cited

Cited by

  • 2020Tailored gamification and serious game framework based on fuzzy logic for saving energy in connected thermostats55 cited
  • 2021Reward‐based or meaningful gaming? A field study on game mechanics and serious games for sustainability50 cited