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Digitalization boosted recycling: Gamification as an inspiration for young adults to do enhanced waste sorting
15 references·3 citing·49 second hop
Digitalization boosted recycling: Gamification as an inspiration for young adults to do enhanced waste sorting (2020)Digitalization boosted recycling: Gamific…Key enablers for deploying artificial intelligence for circular economy embracing sustainable product design: Three case studies (2020)Key enablers for deploying ar…From Asset Provider to Knowledge Company—Transformation in the Digital Era (2018)From Asset Provider to Knowle…The Emergent Role of Digital Technologies in the Circular Economy: A Review (2017)The Emergent Role of Digital …Energy Efficiency in Public Buildings through Context-Aware Social Computing (2017)Energy Efficiency in Public B…Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives (2017)Drivers and Barriers to Adopt…Fleet Service Generation—Challenges in Corporate Asset Management (2016)Fleet Service Generation—Chal…Educational Gamification Vs. Game Based Learning: Comparative Study (2016)Educational Gamification Vs. …Digitalization and Big Data Supporting Responsible Business Co-evolution (2016)Digitalization and Big Data S…The kaleidoscope of effective gamification (2013)The kaleidoscope of effective…Quick quiz: A gamified approach for enhancing learning (2013)Quick quiz: A gamified approa…Psychological Perspectives on Motivation through Gamification (2013)Psychological Perspectives on…Removing gamification from an enterprise SNS (2012)Removing gamification from an…Gamification: A new paradigm for online user engagement (2012)Gamification: A new paradigm …Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…Results from deploying a participation incentive mechanism within the enterprise (2008)Results from deploying a part…ERP Integration: Enhancing Collaboration in Virtual and Extended Enterprises (2024)ERP Integration: Enhancing Co…Designing gender-neutral software engineering program. stereotypes, social pressure, and current attitudes based on recent studies (2022)Designing gender-neutral soft…Learning how to recycle waste using a game (2020)Learning how to recycle waste…Information Systems Success: The Quest for the Dependent Variable (1992)Social Capital, Intellectual Capital, and the Organizational Advantage (1998)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Gamification and Sustainable Consumption: Overcoming the Limitations of Persuasive Technologies (2014)The Effects of Game Dynamics on User Engagement in Gamified Systems (2015)The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations (2019)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. 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(1999)Using social psychology to motivate contributions to online communities (2004)On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking (2015)Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing (2018)The effects of player type on performance: A gamification case study (2018)Product services for a resource-efficient and circular economy – a review (2013)Reverse logistics and closed-loop supply chain: A comprehensive review to explore the future (2014)Towards circular economy implementation: a comprehensive review in context of manufacturing industry (2015)Digitalisation as an Enabler of Circular Economy (2018)A critical analysis of the impacts of COVID-19 on the global economy and ecosystems and opportunities for circular economy strategies (2020)Towards a circular economy: An emerging economies context (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Gamificación en educación: una panorámica sobre el estado de la cuestión (2018)Can gamification help to improve education? Findings from a longitudinal study (2020)Does gamification affect brand engagement and equity? A study in online brand communities (2020)Case Study Research: Design and Methods (1984)Recenzja książki. Robert K. yin, Case Study Research. Design and Methods (fourth Edition), thousand Oaks, CA: Sage Publications, 2009 (2012)Qualitative Case Study Methodology: Study Design and Implementation for Novice Researchers (2015)An Exploratory State-of-the-Art Review of Artificial Intelligence Applications in Circular Economy using Structural Topic Modeling (2021)Data Analytics and Artificial Intelligence in the Circular Economy (2023)Leveraging digital technologies for advancing circular economy practices and enhancing life cycle analysis: A systematic literature review (2024)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)Role of gamification in classroom teaching: Pre-service teachers’ view (2020)Drivers and barriers to the utilisation of gamification and game‐based learning in universities: A systematic review of educators' perspectives (2023)Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives (2023)Application of the Educational Game to Enhance Student Learning (2021)Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills (2022)The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review (2023)
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References

  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2017The Emergent Role of Digital Technologies in the Circular Economy: A Review541 cited
  • 2013Psychological Perspectives on Motivation through Gamification380 cited
  • 2016Educational Gamification Vs. Game Based Learning: Comparative Study342 cited
  • 2012Removing gamification from an enterprise SNS284 cited
  • 2008Results from deploying a participation incentive mechanism within the enterprise258 cited
  • 2013Quick quiz: A gamified approach for enhancing learning171 cited
  • 2020Key enablers for deploying artificial intelligence for circular economy embracing sustainable product design: Three case studies116 cited
  • 2017Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives114 cited
  • 2012Gamification: A new paradigm for online user engagement97 cited
  • 2013The kaleidoscope of effective gamification92 cited
  • 2017Energy Efficiency in Public Buildings through Context-Aware Social Computing69 cited
  • 2016Digitalization and Big Data Supporting Responsible Business Co-evolution57 cited
  • 2018From Asset Provider to Knowledge Company—Transformation in the Digital Era49 cited
  • 2016

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Fleet Service Generation—Challenges in Corporate Asset Management
33 cited

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  • 2020Learning how to recycle waste using a game33 cited
  • 2022Designing gender-neutral software engineering program. stereotypes, social pressure, and current attitudes based on recent studies18 cited
  • 2024ERP Integration: Enhancing Collaboration in Virtual and Extended Enterprises11 cited