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The relationship between user types and gamification designs
16 references·6 citing·43 second hop
The relationship between user types and gamification designs (2021)The relationship between user types and g…Tailored gamification: A review of literature (2020)Tailored gamification: A revi…Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Does gamification improve stu…Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Gameful Experience in Gamific…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Gamification User Types Hexad Scale (2016)Gamification User Types Hexad…Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification for health and w…A primer on partial least squares structural equation modeling (PLS-SEM) (2015)A primer on partial least squ…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 primer on partial least squares structural equation modeling (PLS-SEM) (2014)A primer on partial least squ…Partial Least Squares Structural Equation Modeling (PLS-SEM) Techniques Using SmartPLS (2013)Partial Least Squares Structu…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…The Academic Motivation Scale: A Measure of Intrinsic, Extrinsic, and Amotivation in Education (1992)The Academic Motivation Scale…Practical Issues in Structural Modeling (1987)Practical Issues in Structura…Latent variable models: An introduction to factor, path, and structural analysis (1987)Latent variable models: An in…Latent Variable Models: An Introduction to Factor, Path, and Structural Analysis (1987)Latent Variable Models: An In…Conceptualizations of Intrinsic Motivation and Self-Determination (1985)Conceptualizations of Intrins…The Comparative Effects of Digital Green Nudging, Gamification, and Monetary Incentives on Return Motivation in E-Commerce (2026)The Comparative Effects of Di…Personalized gamification versus one-size-fits-all gamification in fully online learning: Effects on student motivational, behavioral and cognitive outcomes (2024)Personalized gamification ver…Approaches and game elements used to tailor digital gamification for learning: A systematic literature review (2024)Approaches and game elements …Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale (2023)Hexad-12: Developing and Vali…Gender and Age Differences in Preferences on Game Elements and Platforms (2022)Gender and Age Differences in…Effects of Gamification on Behavioral and Cognitive Engagement of Students in the Online Learning Environment (2022)Effects of Gamification on Be…Significance tests and goodness of fit in the analysis of covariance structures. (1980)A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects: Results from a Monte Carlo Simulation Study and an Electronic-Mail Emotion/Adoption Study (2003)Evaluating the Fit of Structural Equation Models: Tests of Significance and Descriptive Goodness-of-Fit Measures (2003)Scale Development Research (2006)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)Beyond boredom and anxiety (1975)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic, Extrinsic, and Amotivational Styles as Predictors of Behavior: A Prospective Study (1992)Toward A Hierarchical Model of Intrinsic and Extrinsic Motivation (1997)Handbook of Motivation at School (2009)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)On the Evaluation of Structural Equation Models (1988)A power primer. 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(1979)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)The maturing of gamification research (2017)Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Past, present, and future of customer engagement (2021)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Partial least squares structural equation modeling (PLS-SEM) (2014)When to use and how to report the results of PLS-SEM (2018)Common Beliefs and Reality About PLS (2014)Assessing measurement model quality in PLS-SEM using confirmatory composite analysis (2019)The Aggression Questionnaire. (1992)The consideration of future consequences: Weighing immediate and distant outcomes of behavior. (1994)Reporting practices in confirmatory factor analysis: An overview and some recommendations. (2009)
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References

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570 cited
  • 2020Tailored gamification: A review of literature408 cited
  • 2018Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]383 cited
  • Cited by

    • 2024Approaches and game elements used to tailor digital gamification for learning: A systematic literature review102 cited
    • 2022Effects of Gamification on Behavioral and Cognitive Engagement of Students in the Online Learning Environment52 cited
    • 2024Personalized gamification versus one-size-fits-all gamification in fully online learning: Effects on student motivational, behavioral and cognitive outcomes48 cited
    • 2022Gender and Age Differences in Preferences on Game Elements and Platforms45 cited
    • 2023Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale41 cited
    • 2026The Comparative Effects of Digital Green Nudging, Gamification, and Monetary Incentives on Return Motivation in E-Commerce1 cited