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Exploring gamified persuasive system design for energy saving
16 references·0 citing·45 second hop
Exploring gamified persuasive system design for energy saving (2020)Exploring gamified persuasive system desi…Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types (2018)Personalizing Persuasive Stra…Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Toward Meaningful Engagement:…Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency (2017)Gaming for Earth: Serious gam…Gamification and serious games within the domain of domestic energy consumption: A systematic review (2017)Gamification and serious game…Gamification User Types Hexad Scale (2016)Gamification User Types Hexad…Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…Do badges increase user activity? A field experiment on the effects of gamification (2015)Do badges increase user activ…Gamification in assessment: Do points affect test performance? (2014)Gamification in assessment: D…Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Assessing the effects of gami…A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)A new criterion for assessing…Partial Least Squares Structural Equation Modeling (PLS-SEM) Techniques Using SmartPLS (2013)Partial Least Squares Structu…Gamification at Work: Designing Engaging Business Software (2013)Gamification at Work: Designi…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…The relationship between system usage and user satisfaction: a meta‐analysis (2005)The relationship between syst…The Science of Persuasion (2001)The Science of PersuasionAn alternative "description of personality": The Big-Five factor structure. (1990)An alternative "description o…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)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)Internet Addiction: The Emergence of a New Clinical Disorder (1998)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (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)A Theory of Social Comparison Processes (1954)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)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Using PLS path modeling in new technology research: updated guidelines (2016)When to use and how to report the results of PLS-SEM (2018)Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R (2021)The theory of planned behavior (1991)Why do people use gamification services? (2015)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Gamification in Science Education. A Systematic Review of the Literature (2021)On the Evaluation of Structural Equation Models (1988)A power primer. (1992)Authenticity and place attachment of major visitor attractions (2015)Translating the impact of knowledge management processes into knowledge-based innovation: The neglected and mediating role of knowledge-worker productivity (2017)Impact of “e-Learning crack-up” perception on psychological distress among college students during COVID-19 pandemic: A mediating role of “fear of academic year loss” (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1988)The maturing of gamification research (2017)Towards Personality-driven Persuasive Health Games and Gamified Systems (2017)Tailored gamification: A review of literature (2020)Prospect Theory: An Analysis of Decision under Risk (1979)Can gamification help to improve education? 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References

  • 2014A new criterion for assessing discriminant validity in variance-based structural equation modeling38,283 cited
  • 1990An alternative "description of personality": The Big-Five factor structure.6,631 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2013Partial Least Squares Structural Equation Modeling (PLS-SEM) Techniques Using SmartPLS2,288 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance995 cited
  • 2015Do badges increase user activity? A field experiment on the effects of gamification677 cited
  • 2016Gamification User Types Hexad Scale590 cited
  • 2001The Science of Persuasion582 cited
  • 2017Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1520 cited
  • 2014Gamification in assessment: Do points affect test performance?392 cited
  • 2017Gamification and serious games within the domain of domestic energy consumption: A systematic review291 cited
  • 2013Gamification at Work: Designing Engaging Business Software291 cited
  • 2017Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency

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243 cited
  • 2018Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types229 cited
  • 2005The relationship between system usage and user satisfaction: a meta‐analysis194 cited
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