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De los juegos a la gamificación: propuesta de un modelo integrado
16 references·0 citing·34 second hop
De los juegos a la gamificación: propuesta de un modelo integrado (2020)De los juegos a la gamificación: propuest…Is it all a game? Understanding the principles of gamification (2015)Is it all a game? Understandi…An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)An update to the systematic l…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…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Defining gamification (2012)Defining gamificationA systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The role of psychology in understanding the impact of computer games (2011)The role of psychology in und…Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…From game design elements to gamefulness (2011)From game design elements to …Educational game design for online education (2008)Educational game design for o…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…The game, the player, the world: looking for a heart of gameness (2003)The game, the player, the wor…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Serious Games (1970)Serious GamesHomo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A Theory of Goal Setting and Task PerformanceA Theory of Goal Setting and Task Performance, by LockeEdwin A. and LathamGary P.. Englewood Cliffs, NJ: Prentice-Hall, 1990. (1991)From Content to Context: Videogames as Designed Experience (2006)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Gamified learning in higher education: A systematic review of the literature (2018)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)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)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)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)Evolving to a New Dominant Logic for Marketing (2003)Demographic differences in perceived benefits from gamification (2014)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)A definition for gamification: anchoring gamification in the service marketing literature (2016)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Measuring and defining the experience of immersion in games (2008)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (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)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Serious Games : An Overview (2007)A systematic review of gamification in e-Health (2017)Identity and agency in cultural worlds (1999)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 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
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2012Defining gamification1,155 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,133 cited
  • 1970Serious Games921 cited
  • 2014Developing a Theory of Gamified Learning915 cited
  • 2015Is it all a game? Understanding the principles of gamification837 cited
  • 2003The game, the player, the world: looking for a heart of gameness648 cited
  • 2008Educational game design for online education580 cited

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  • 2011The role of psychology in understanding the impact of computer games444 cited
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