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Opening the black box of gameful experience: Implications for gamification process design
16 references·16 citing·33 second hopsampled
Opening the black box of gameful experience: Implications for gamification process design (2019)Opening the black box of gameful experien…Understanding Customer Experience Throughout the Customer Journey (2016)Understanding Customer Experi…The Microfoundations Movement in Strategy and Organization Theory (2015)The Microfoundations Movement…Institutions and axioms: an extension and update of service-dominant logic (2015)Institutions and axioms: an e…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…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 …The Art of Game Design (2008)The Art of Game DesignMeasuring and defining the experience of immersion in games (2008)Measuring and defining the ex…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Intrinsic 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…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Gamify, engage, build loyalty: exploring the benefits of gameful experience for branded sports apps (2023)Gamify, engage, build loyalty…Exploring consumer purchase intention in cross-boundary retail alliances with gamified OMO virtual-physical fusion services (2023)Exploring consumer purchase i…Examining the gamified effect of the blindbox design: The moderating role of price (2023)Examining the gamified effect…A framework for gamification in the metaverse era: How designers envision gameful experience (2023)A framework for gamification …Mechanism of gamification: Role of flow in the behavioral and emotional pathways of engagement in management education (2022)Mechanism of gamification: Ro…Let’s play! Gamification as a marketing tool to deliver a digital luxury experience (2022)Let’s play! Gamification as a…How Has Gamification Within Digital Platforms Affected Self-Regulated Learning Skills During the COVID-19 Pandemic? Mixed-Methods Research (2022)How Has Gamification Within D…Emotional mechanics of gamification and value co-creation: the digital platform Nike+ as a B2B2C ecosystem (2022)Emotional mechanics of gamifi…Strategic sport marketing in the society of the spectacle (2021)Strategic sport marketing in …Information management can’t be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems (2021)Information management can’t …Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model (2021)Impact of gamification elemen…Gamification and customer experience: the mediating role of brand engagement in online grocery retailing (2021)Gamification and customer exp…Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow (2021)Encouraging gameful experienc…“Game on!” Pushing consumer buttons to change sustainable behavior: a gamification field study (2021)“Game on!” Pushing consumer b…Transformative value and the role of involvement in gamification and serious games for well-being (2020)Transformative value and the …Key trends in business-to-business services marketing strategies: Developing a practice-based research agenda (2020)Key trends in business-to-bus…Intrinsic Motivation and Self-Determination in Human Behavior (1985)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)A Motivational Model of Video Game Engagement (2010)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)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)Consumer Perceptions of Price, Quality, and Value: A Means-End Model and Synthesis of Evidence (1988)SERVQUAL: A multiple-Item Scale for measuring consumer perceptions of service quality (1988)The Commitment-Trust Theory of Relationship Marketing (1994)The Relative Importance of Perceived Ease of Use in IS Adoption: A Study of E-Commerce Adoption (2000)Designing conceptual articles: four approaches (2020)Setting the future of digital and social media marketing research: Perspectives and research propositions (2020)Science and Human Behavior (1953)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Gamification of Learning: a Meta-analysis (2019)The Iron Cage Revisited: Institutional Isomorphism and Collective Rationality in Organizational Fields (1983)Economic Action and Social Structure: The Problem of Embeddedness (1985)Institutions, Institutional Change and Economic Performance (1990)S-D logic–informed customer engagement: integrative framework, revised fundamental propositions, and application to CRM (2016)Service-dominant logic 2025 (2016)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)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
  • 2016Understanding Customer Experience Throughout the Customer Journey5,744 cited
  • 2015Institutions and axioms: an extension and update of service-dominant logic3,692 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2008The Art of Game Design1,906 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited

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  • 2015The Microfoundations Movement in Strategy and Organization Theory1,258 cited
  • Cited by

    • 2023A framework for gamification in the metaverse era: How designers envision gameful experience91 cited
    • 2022Let’s play! Gamification as a marketing tool to deliver a digital luxury experience79 cited
    • 2021Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model77 cited
    • 2020Key trends in business-to-business services marketing strategies: Developing a practice-based research agenda70 cited
    • 2022How Has Gamification Within Digital Platforms Affected Self-Regulated Learning Skills During the COVID-19 Pandemic? Mixed-Methods Research69 cited
    • 2021“Game on!” Pushing consumer buttons to change sustainable behavior: a gamification field study68 cited
    • 2021Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow67 cited
    • 2022Mechanism of gamification: Role of flow in the behavioral and emotional pathways of engagement in management education62 cited
    • 2020Transformative value and the role of involvement in gamification and serious games for well-being56 cited
    • 2021Gamification and customer experience: the mediating role of brand engagement in online grocery retailing48 cited
    • 2023Gamify, engage, build loyalty: exploring the benefits of gameful experience for branded sports apps41 cited
    • 2021Information management can’t be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems39 cited
    • 2023Examining the gamified effect of the blindbox design: The moderating role of price31 cited
    • 2021Strategic sport marketing in the society of the spectacle29 cited
    • 2022Emotional mechanics of gamification and value co-creation: the digital platform Nike+ as a B2B2C ecosystem29 cited
    • 2023Exploring consumer purchase intention in cross-boundary retail alliances with gamified OMO virtual-physical fusion services22 cited