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Gamifying employer branding: An integrating framework and research propositions for a new HRM approach in the digitized economy
16 references·15 citing·39 second hop
Gamifying employer branding: An integrating framework and research propositions for a new HRM approach in the digitized economy (2019)Gamifying employer branding: An integrati…Digital Game-Based Learning (2020)Digital Game-Based LearningA meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …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 …Demystifying customer brand engagement: Exploring the loyalty nexus (2010)Demystifying customer brand e…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Conceptualizing and researching employer branding (2004)Conceptualizing and researchi…A Revision of Bloom's Taxonomy: An Overview (2002)A Revision of Bloom's Taxonom…Individual differences in reasoning: Implications for the rationality debate? (2000)Individual differences in rea…Affective Events Theory: A theoretical discussion of the structure, causes and consequences of affective experiences at work. (1996)Affective Events Theory: A th…Conceptualizing, Measuring, and Managing Customer-Based Brand Equity (1993)Conceptualizing, Measuring, a…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objec…Are theories of learning necessary? (1950)Are theories of learning nece…Leveraging digital human resource management to optimize organizational performance in Vietnam (2025)Leveraging digital human reso…The Importance of e-Recruitment within a Smart Government Framework (2024)The Importance of e-Recruitme…Talent Management and Generation Z: A Systematic Literature Review through the Lens of Employer Branding (2024)Talent Management and Generat…Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours (2024)Gamification in workforce tra…Digital wind of changes: navigating competitiveness in the maritime sector through the transformation in human resource development (2024)Digital wind of changes: navi…Analysing the role of modern information technologies in HRM: management perspective and future agenda (2024)Analysing the role of modern …Why to gamify performance management? Consequences of user engagement in gamification (2023)Why to gamify performance man…The potential and constraint of work gamification for employees’ creative performance (2022)The potential and constraint …Game-related assessments for personnel selection: A systematic review (2022)Game-related assessments for …Effects of algorithmic control on power asymmetry and inequality within organizations (2022)Effects of algorithmic contro…Editorial: The experience of work and experiential workers: mainline and critical perspectives on employee experience (2022)Editorial: The experience of …Analytical study of HRM practices in industry 5.0 (2022)Analytical study of HRM pract…An Evidence-Based Review of e-HRM and Its Impact on Strategic Human Resource Management (2022)An Evidence-Based Review of e…Sustainable electronic human resource management systems and firm performance: an empirical study (2021)Sustainable electronic human …Working in the digitized economy: HRM theory & practice (2020)Working in the digitized econ…Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. 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(1994)Focus on Formative Feedback (2008)Flow: the psychology of optimal experience (1990)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)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)The essential elements of team‐based learning (2008)Increased Structure and Active Learning Reduce the Achievement Gap in Introductory Biology (2011)Enhancing Student Engagement Using the Flipped Classroom (2014)Prospect Theory: An Analysis of Decision under Risk (1979)The theory of planned behavior (1991)Self-Efficacy: The Exercise of Control (1999)A perspective on judgment and choice: Mapping bounded rationality. (2003)Maps of Bounded Rationality: Psychology for Behavioral Economics (2003)Cognitive Reflection and Decision Making (2005)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Understanding Attitudes and Predicting Social Behavior (1980)Consumer Perceptions of Price, Quality, and Value: A Means-End Model and Synthesis of Evidence (1988)Customer Satisfaction, Market Share, and Profitability: Findings From Sweden (1994)Dimensions of Brand Personality (1997)The Chain of Effects from Brand Trust and Brand Affect to Brand Performance: The Role of Brand Loyalty (2001)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)Subjective well-being: Three decades of progress. (1999)When Work And Family Are Allies: A Theory Of Work-Family Enrichment (2006)The Prosocial Classroom: Teacher Social and Emotional Competence in Relation to Student and Classroom Outcomes (2008)The Theory and Practice of Online Learning (2008)Handbook of Self-Regulation of Learning and Performance (2017)Withdrawing From School (1989)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
this work references cited by second hop

References

  • 1993Conceptualizing, Measuring, and Managing Customer-Based Brand Equity14,745 cited
  • 1956Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain9,342 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2002A Revision of Bloom's Taxonomy: An Overview7,800 cited
  • 2000Individual differences in reasoning: Implications for the rationality debate?4,263 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 1996Affective Events Theory: A theoretical discussion of the structure, causes and consequences of affective experiences at work.3,562 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 1950Are theories of learning necessary?1,809 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2004Conceptualizing and researching employer branding1,606 cited

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2010
Demystifying customer brand engagement: Exploring the loyalty nexus
1,414 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • Cited by

    • 2020Working in the digitized economy: HRM theory & practice136 cited
    • 2023Why to gamify performance management? Consequences of user engagement in gamification62 cited
    • 2021Sustainable electronic human resource management systems and firm performance: an empirical study61 cited
    • 2024Talent Management and Generation Z: A Systematic Literature Review through the Lens of Employer Branding54 cited
    • 2024Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours42 cited
    • 2022Effects of algorithmic control on power asymmetry and inequality within organizations34 cited
    • 2022Game-related assessments for personnel selection: A systematic review30 cited
    • 2022An Evidence-Based Review of e-HRM and Its Impact on Strategic Human Resource Management29 cited
    • 2022The potential and constraint of work gamification for employees’ creative performance29 cited
    • 2022Analytical study of HRM practices in industry 5.022 cited
    • 2022Editorial: The experience of work and experiential workers: mainline and critical perspectives on employee experience21 cited
    • 2024The Importance of e-Recruitment within a Smart Government Framework20 cited
    • 2025Leveraging digital human resource management to optimize organizational performance in Vietnam17 cited
    • 2024Analysing the role of modern information technologies in HRM: management perspective and future agenda16 cited
    • 2024Digital wind of changes: navigating competitiveness in the maritime sector through the transformation in human resource development8 cited