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Toward a meaningful experience: an explanation of the drivers of the continued usage of gamified mobile app services
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Toward a meaningful experience: an explanation of the drivers of the continued usage of gamified mobile app services (2021)Toward a meaningful experience: an explan…Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Does gamification satisfy nee…Gamified learning in higher education: A systematic review of the literature (2018)Gamified learning in higher e…Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Toward Meaningful Engagement:…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Serious games and the gamification of tourism (2016)Serious games and the gamific…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…A definition for gamification: anchoring gamification in the service marketing literature (2016)A definition for gamification…Why do people use gamification services? (2015)Why do people use gamificatio…Common Method Bias in PLS-SEM (2015)Common Method Bias in PLS-SEMChallenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…A Note on How to Conduct a Factor-Based PLS-SEM Analysis (2015)A Note on How to Conduct a Fa…Gamification in theory and action: A survey (2014)Gamification in theory and ac…A RECIPE for Meaningful Gamification (2014)A RECIPE for Meaningful Gamif…A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)A new criterion for assessing…PLS-SEM: Indeed a Silver Bullet (2011)PLS-SEM: Indeed a Silver Bull…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Common method biases in behavioral research: A critical review of the literature and recommended remedies. 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(2000)The Gamification of Learning: a Meta-analysis (2019)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)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Gamification in Science Education. 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References

  • 2014A new criterion for assessing discriminant validity in variance-based structural equation modeling38,283 cited
  • 2011PLS-SEM: Indeed a Silver Bullet21,614 cited
  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 2015Common Method Bias in PLS-SEM10,154 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,059 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research1,764 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2016A definition for gamification: anchoring gamification in the service marketing literature1,089 cited
  • 2018Gamified learning in higher education: A systematic review of the literature875 cited
  • 2014A RECIPE for Meaningful Gamification674 cited
  • 2015A Note on How to Conduct a Factor-Based PLS-SEM Analysis645 cited
  • 2015Why do people use gamification services?643 cited
  • 2019Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction622 cited

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  • 2016Serious games and the gamification of tourism538 cited
  • 2017Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1520 cited
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