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What “Gamification” is and what it’s not
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Chicago: Aldine Publishing Company, 1967. 271 pp. $6.75 (1968)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Gamification in higher education: The ECOn+ star battles (2022)A Review of the Literature for Designing and Developing a Framework for Adaptive Gamification in Physics Education (2023)Analyzing the Impact of a Gamification Approach on Primary Students’ Motivation and Learning in Science Education (2023)Gamification and learning: a review of issues and research (2015)Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room (2017)Does educational gamification improve students’ motivation? If so, which game elements work best? (2018)Escape room as a teaching method (2022)Metodologi Penelitian Kualitatif (2014)Metode Penelitian Pendidikan (2016)Metodologi penelitian kualitatif (2017)Towards the Sustainable Corporation: Win-Win-Win Business Strategies for Sustainable Development (1994)Natural resources, education, and economic development (2001)Gamification in Education: A Systematic Mapping Study (2015)Gender gap in the level of perceived achievement of complex thinking in business education in a Mexican university population (2024)The smart future for sustainable development: Artificial intelligence solutions for sustainable urbanization (2024)Educational Gamification Vs. Game Based Learning: Comparative Study (2016)The effect of gamification on motivation and engagement (2017)The maturing of gamification research (2017)Cognitive Load Theory (2011)From game design elements to gamefulness (2011)PRISMA 2020 explanation and elaboration: updated guidance and exemplars for reporting systematic reviews (2021)Artificial Intelligence in Heritage Tourism: Innovation, Accessibility, and Sustainability in the Digital Age (2025)Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning (2025)Immersive Technologies in Built Heritage Spaces: Understanding Tourists’ Continuance Intention Toward Sustainable AR and VR Applications at the Terracotta Warriors Museum (2025)
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Cited by

  • 2021Gamification Applications in E-learning: A Literature Review647 cited
  • 2024Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitions121 cited
  • 2019Play it again: how game-based learning improves flow in Accounting and Marketing education90 cited
  • 2021Revealing the hotspots of educational gamification: An umbrella review74 cited
  • 2021Games based learning in accounting education – which dimensions are the most relevant?55 cited
  • 2022Implementing Sustainability into Virtual Simulation Games in Business Higher Education28 cited
  • 2019Innovation and Problem Solving Teaching Case: The Breakout Box – A Desktop Escape Room25 cited
  • 2021Motivational Effects of Gamification Apps in Education: A Systematic Literature Review24 cited
  • 2020THE USE OF QUIZIZZ AND KAHOOT! IN THE TRAINING FOR MILLENNIAL GENERATION22 cited
  • 2023PERANCANGAN APLIKASI PEMBELAJARAN DENGAN KONSEP GAMIFIKASI Systematic Literature Review21 cited
  • 2020Strategi Smart Test Dalam Pembelajaran Latsar CPNS di Era Society 5.04 cited

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