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Serious Games and Gamification in the Corporate Training Environment: a Literature Review
16 references·16 citing·26 second hopsampled
Serious Games and Gamification in the Corporate Training Environment: a Literature Review (2019)Serious Games and Gamification in the Cor…The effect of gamification on motivation and engagement (2017)The effect of gamification on…The Journal of Internet Banking and Commerce (2016)The Journal of Internet Banki…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Gamification in theory and action: A survey (2014)Gamification in theory and ac…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 …Developing a Theory of Gamified Learning (2014)Developing a Theory of Gamifi…Demographic differences in perceived benefits from gamification (2014)Demographic differences in pe…Play As You Learn: Gamification as a Technique for Motivating Learners (2013)Play As You Learn: Gamificati…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …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 …Age differences in perceptions of online community participation among non-users: An extension of the Technology Acceptance Model (2010)Age differences in perception…Gamification in education and training: A literature review (2025)Gamification in education and…Leveling up in corporate training: Unveiling the power of gamification to enhance knowledge retention, knowledge sharing, and job performance (2024)Leveling up in corporate trai…Innovative recruitment strategies in the IT sector: A review of successes and failures (2024)Innovative recruitment strate…Exploring the evolution of creative accounting and external auditors: Bibliometric analysis (2024)Exploring the evolution of cr…Serious Games and AI: Challenges and Opportunities for Computational Social Science (2023)Serious Games and AI: Challen…Innovative Strategies for Fostering Student Engagement and Collaborative Learning among Extended Curriculum Programme Students (2023)Innovative Strategies for Fos…Teachers’ experiences of using game-based learning methods in project management higher education (2022)Teachers’ experiences of usin…Systematic literature review on gamified professional training among employees (2022)Systematic literature review …Internet-of-things-enabled serious games: A comprehensive survey (2022)Internet-of-things-enabled se…Initiatives and challenges in using gamification in transportation: a systematic mapping (2022)Initiatives and challenges in…An empirical study on the impact of learning theory on gamification-based training programs (2022)An empirical study on the imp…Leveraging learning with gamification: An experimental case study with bank managers (2021)Leveraging learning with gami…Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review (2021)Gamification in tourism and h…Effective Online Engagement Strategies Through Gamification (2021)Effective Online Engagement S…Work gamification: Effects on enjoyment, productivity and the role of leadership (2020)Work gamification: Effects on…How a company’s gamification strategy influences corporate learning: A study based on gamified MSLP (Mobile social learning platform) (2020)How a company’s gamification …Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Gamification of health professions education: a systematic review (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)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)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optimal Experience (1991)Mind in Society: The Development of Higher Psychological Processes (1978)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Gamified learning in higher education: A systematic review of the literature (2018)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Enhancing user engagement: The role of gamification in mobile apps (2021)Science and Human Behavior (1953)The Gamification of Learning: a Meta-analysis (2019)Intrinsic Motivation and Self-Determination in Human Behavior (1985)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)Factors affecting the adoption of e-learning systems in Qatar and USA: Extending the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) (2017)Loyalty toward online food delivery service: the role of e-service quality and food quality (2018)Measuring Students’ Use of Zoom Application in Language Course Based on the Technology Acceptance Model (TAM) (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
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 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
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance995 cited
  • 2016The Journal of Internet Banking and Commerce922 cited
  • 2014Developing a Theory of Gamified Learning915 cited
  • 2017The effect of gamification on motivation and engagement887 cited
  • 2014Demographic differences in perceived benefits from gamification840 cited
  • 2010Age differences in perceptions of online community participation among non-users: An extension of the Technology Acceptance Model

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429 cited
  • 2014Gamification in software engineering – A systematic mapping387 cited
  • 2013Play As You Learn: Gamification as a Technique for Motivating Learners353 cited
  • Cited by

    • 2022Teachers’ experiences of using game-based learning methods in project management higher education173 cited
    • 2021Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review147 cited
    • 2020Work gamification: Effects on enjoyment, productivity and the role of leadership84 cited
    • 2025Gamification in education and training: A literature review75 cited
    • 2024Exploring the evolution of creative accounting and external auditors: Bibliometric analysis71 cited
    • 2021Effective Online Engagement Strategies Through Gamification64 cited
    • 2024Leveling up in corporate training: Unveiling the power of gamification to enhance knowledge retention, knowledge sharing, and job performance64 cited
    • 2022Initiatives and challenges in using gamification in transportation: a systematic mapping57 cited
    • 2023Innovative Strategies for Fostering Student Engagement and Collaborative Learning among Extended Curriculum Programme Students56 cited
    • 2020How a company’s gamification strategy influences corporate learning: A study based on gamified MSLP (Mobile social learning platform)54 cited
    • 2024Innovative recruitment strategies in the IT sector: A review of successes and failures51 cited
    • 2023Serious Games and AI: Challenges and Opportunities for Computational Social Science48 cited
    • 2022Internet-of-things-enabled serious games: A comprehensive survey41 cited
    • 2021Leveraging learning with gamification: An experimental case study with bank managers39 cited
    • 2022An empirical study on the impact of learning theory on gamification-based training programs38 cited
    • 2022Systematic literature review on gamified professional training among employees37 cited