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Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology
16 references·1 citing·38 second hop
Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology (2020)Investigating the Potential of Gamificati…The Gamification of Learning: a Meta-analysis (2019)The Gamification of Learning:…Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)Serious Gaming and Gamificati…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…The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)The Lens of Intrinsic Skill A…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Demographic differences in perceived benefits from gamification (2014)Demographic differences in pe…A RECIPE for Meaningful Gamification (2014)A RECIPE for Meaningful Gamif…A mobile gamification learning system for improving the learning motivation and achievements (2014)A mobile gamification learnin…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Assessment in and of Serious Games: An Overview (2013)Assessment in and of Serious …Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp (2012)Book Review: 'The Gamificatio…Older adults talk technology: Technology usage and attitudes (2010)Older adults talk technology:…Manipulating autonomy, competence, and relatedness support in a game‐learning context: New evidence that all three needs matter (2007)Manipulating autonomy, compet…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Gamifying Online News in a Senior Online Community: Insights from Designing and Assessing the Readers’ Experience (2021)Gamifying Online News in a Se…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)From game design elements to gamefulness (2011)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)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)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)The benefits of playing video games. (2013)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)Focus Groups: A Practical Guide for Applied Research (1989)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Gerontechnology acceptance by elderly Hong Kong Chinese: a senior technology acceptance model (STAM) (2014)PERSPECTIVE: Older Adults' Adoption of Technology: An Integrated Approach to Identifying Determinants and Barriers (2014)Older Adults Perceptions of Technology and Barriers to Interacting with Tablet Computers: A Focus Group Study (2017)Diffusion of Innovations 1 (2019)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Do badges increase user activity? A field experiment on the effects of gamification (2015)The effect of gamification on motivation and engagement (2017)What Is eSports and Why Do People Watch It? (2017)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Basic psychological need theory: Advancements, critical themes, and future directions (2020)The Power of Feedback (2007)Introduction to Meta‐Analysis (2009)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)The psychology of interpersonal relations. (1958)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)A systematic mapping on gamification applied to education (2014)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Gamification of e-learning in higher education: a systematic literature review (2023)
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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 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
  • 2019The Gamification of Learning: a Meta-analysis1,503 cited
  • 2012Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp1,138 cited
  • 2010Older adults talk technology: Technology usage and attitudes1,120 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance995 cited
  • 2014Demographic differences in perceived benefits from gamification840 cited
  • 2014A RECIPE for Meaningful Gamification674 cited
  • 2014A mobile gamification learning system for improving the learning motivation and achievements648 cited
  • 2019Serious Gaming and Gamification Education in Health Professions: Systematic Review646 cited
  • 2013Assessment in and of Serious Games: An Overview

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595 cited
  • 2015The Lens of Intrinsic Skill Atoms: A Method for Gameful Design515 cited
  • 2007Manipulating autonomy, competence, and relatedness support in a game‐learning context: New evidence that all three needs matter382 cited
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    • 2021Gamifying Online News in a Senior Online Community: Insights from Designing and Assessing the Readers’ Experience9 cited