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The Effect of Mobile Digital Content Applications Based on Gamification in the Development of Psychological Well-Being
16 references·8 citing·38 second hop
The Effect of Mobile Digital Content Applications Based on Gamification in the Development of Psychological Well-Being (2019)The Effect of Mobile Digital Content Appl…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Studying Gamification: The Effect of Rewards and Incentives on Motivation (2014)Studying Gamification: The Ef…Gamification in theory and action: A survey (2014)Gamification in theory and ac…The effect of virtual achievements on student engagement (2013)The effect of virtual achieve…Know Thyself and Become What You are: A Eudaimonic Approach to Psychological Well-Being (2013)Know Thyself and Become What …A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…From game design elements to gamefulness (2011)From game design elements to …Flow Theory and Research (2009)Flow Theory and ResearchAn assessment of the construct validity of Ryff’s Scales of Psychological Well-Being: Method, mode, and measurement effects (2006)An assessment of the construc…Low Examinee Effort in Low-Stakes Assessment: Problems and Potential Solutions (2005)Low Examinee Effort in Low-St…Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Extrinsic Rewards and Intrins…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Psychological Well-Being in Adult Life (1995)Psychological Well-Being in A…Happiness is everything, or is it? Explorations on the meaning of psychological well-being. (1989)Happiness is everything, or i…Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review (2024)Ten Years of Gamification-Bas…Digital-Based Flash Card to Increase Social Studies Learning Outcomes for Elementary School Students in The Fourth Grade (2023)Digital-Based Flash Card to I…Using Genially Games for Enhancing EFL Reading and Writing Skills in Online Education (2022)Using Genially Games for Enha…Improvement of Student Learning Motivation through Word-Wall-based Digital Game Media (2022)Improvement of Student Learni…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…Design an Adaptive Mobile Scaffolding System According to Students’ Cognitive Style Simplicity vs Complexity for Enhancing Digital Well-Being (2021)Design an Adaptive Mobile Sca…A Review of Gamification Impact on Student Behavioural and Learning Outcomes (2021)A Review of Gamification Impa…Using Digital Games for Enhancing EFL Grammar and Vocabulary in Higher Education (2020)Using Digital Games for Enhan…A Self-Rating Depression Scale (1965)Society and the Adolescent Self-Image (1965)Generalized expectancies for internal versus external control of reinforcement. (1966)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Individual differences in two emotion regulation processes: Implications for affect, relationships, and well-being. (2003)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)The Structure of Psychological Well-Being. (1970)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)Daily Well-Being: The Role of Autonomy, Competence, and Relatedness (2000)Associations between screen time and lower psychological well-being among children and adolescents: Evidence from a population-based study (2018)PISA 2018 Assessment and Analytical Framework (2019)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)What Video Games Have to Teach Us about Learning and Literacy (2004)Developing a Theory of Gamified Learning (2014)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Digital Game-Based Learning (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)What Adolescents Learn in Organized Youth Activities: A Survey of Self‐Reported Developmental Experiences (2003)The effects of parental involvement on students’ academic self‐efficacy, engagement and intrinsic motivation (2009)Student Motivation and Associated Outcomes: A Meta-Analysis From Self-Determination Theory (2021)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)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 need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Basic psychological need theory: Advancements, critical themes, and future directions (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The psychology of interpersonal relations. (1958)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 1989Happiness is everything, or is it? Explorations on the meaning of psychological well-being.14,823 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,059 cited
  • 1995Psychological Well-Being in Adult Life1,946 cited
  • 2001Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again1,595 cited
  • 2012A social gamification framework for a K-6 learning platform854 cited
  • 2009Flow Theory and Research839 cited
  • 2005Low Examinee Effort in Low-Stakes Assessment: Problems and Potential Solutions591 cited
  • 2013The effect of virtual achievements on student engagement497 cited
  • 2014Studying Gamification: The Effect of Rewards and Incentives on Motivation436 cited
  • 2006

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An assessment of the construct validity of Ryff’s Scales of Psychological Well-Being: Method, mode, and measurement effects
394 cited
  • 2013Know Thyself and Become What You are: A Eudaimonic Approach to Psychological Well-Being391 cited
  • Cited by

    • 2022How Has Gamification Within Digital Platforms Affected Self-Regulated Learning Skills During the COVID-19 Pandemic? Mixed-Methods Research69 cited
    • 2022Improvement of Student Learning Motivation through Word-Wall-based Digital Game Media63 cited
    • 2021A Review of Gamification Impact on Student Behavioural and Learning Outcomes59 cited
    • 2020Using Digital Games for Enhancing EFL Grammar and Vocabulary in Higher Education56 cited
    • 2022Using Genially Games for Enhancing EFL Reading and Writing Skills in Online Education55 cited
    • 2021Design an Adaptive Mobile Scaffolding System According to Students’ Cognitive Style Simplicity vs Complexity for Enhancing Digital Well-Being46 cited
    • 2024Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review43 cited
    • 2023Digital-Based Flash Card to Increase Social Studies Learning Outcomes for Elementary School Students in The Fourth Grade11 cited