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Gamification in Software Engineering: A Tertiary Study
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Gamification in Software Engineering: A Tertiary Study (2019)Gamification in Software Engineering: A T…An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes (2019)An interdisciplinary perspect…Gamification in software engineering education: A systematic mapping (2018)Gamification in software engi…The maturing of gamification research (2017)The maturing of gamification …Reporting systematic reviews: Some lessons from a tertiary study (2017)Reporting systematic reviews:…A systematic mapping study on game-related methods for software engineering education (2017)A systematic mapping study on…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Gamification in software engineering – A systematic mapping (2014)Gamification in software engi…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …A systematic review of systematic review process research in software engineering (2013)A systematic review of system…From game design elements to gamefulness (2011)From game design elements to …The theory of planned behavior (1991)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)A systematic literature review of empirical evidence on computer games and serious games (2012)How to design gamification? A method for engineering gamified software (2017)The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education (2018)The effect of challenge-based gamification on learning: An experiment in the context of statistics education (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)Empirical Evidence of Bias (1995)Empirical evidence of bias. Dimensions of methodological quality associated with estimates of treatment effects in controlled trials (1995)Meta-Analysis: Recent Developments in Quantitative Methods for Literature Reviews (2001)A New Paradigm for Systematic Literature Reviews in Supply Chain Management (2017)Challenges and barriers in virtual teams: a literature review (2020)Machine learning techniques and data for stock market forecasting: A literature review (2022)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Gamification of Learning: a Meta-analysis (2019)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)For the Win: How Game Thinking Can Revolutionize Your Business (2012)A systematic review of mobile game-based learning in STEM education (2020)The effects of game‐based learning in the acquisition of “soft skills” on undergraduate software engineering courses: A systematic literature review (2020)The Shift to Gamification in Education: A Review on Dominant Issues (2020)Does the technology acceptance model predict actual use? A systematic literature review (2009)Systematic reviews to support evidence-based medicine, 2nd edition (2011)Supply chain sustainability: A tertiary literature review (2019)Barriers, Drivers, and Social Considerations for AI Adoption in Supply Chain Management: A Tertiary Study (2022)Evidence-based decision-making: On the use of systematicity cases to check the compliance of reviews with reporting guidelines such as PRISMA 2020 (2023)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante (2021)State of Research on Gamification in Education: A Bibliometric Survey (2021)Negative effects of gamification in education software: Systematic mapping and practitioner perceptions (2022)The Role of Emotions in Marketing (1999)From Elements to Structures: An Agenda for Organisational Gamification (2020)Gamification and SQL (2020)Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Technology Enhanced Learning in higher education; motivations, engagement and academic achievement (2019)Gamification Applications in E-learning: A Literature Review (2021)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2013A systematic review of systematic review process research in software engineering1,094 cited
  • 2017The maturing of gamification research492 cited
  • 2014Gamification in software engineering – A systematic mapping387 cited
  • 2018Gamification in software engineering education: A systematic mapping225 cited
  • 2017A systematic mapping study on game-related methods for software engineering education154 cited
  • 2017Reporting systematic reviews: Some lessons from a tertiary study99 cited
  • 2019An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes51 cited

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