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What Drives Decision Makers to Follow or Ignore Forecasting Tools - A Game Based Analysis
16 references·0 citing·37 second hop
What Drives Decision Makers to Follow or Ignore Forecasting Tools - A Game Based Analysis (2018)What Drives Decision Makers to Follow or …A definition for gamification: anchoring gamification in the service marketing literature (2016)A definition for gamification…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Emotion and Decision Making (2014)Emotion and Decision MakingDoes Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …Predicting and Changing Behavior: The Reasoned Action Approach (2009)Predicting and Changing Behav…The Role of Affect in Decision Making (2002)The Role of Affect in Decisio…The Psychophysiology of Real-Time Financial Risk Processing (2002)The Psychophysiology of Real-…The educational benefits of videogames (2002)The educational benefits of v…How Believing in Ourselves Increases Risk Taking: Perceived Self-Efficacy and Opportunity Recognition (1994)How Believing in Ourselves In…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Strategic Logistics Management (1987)Strategic Logistics ManagementFactors Affecting the Use of Market Research Information: A Path Analysis (1982)Factors Affecting the Use of …Models of Man--Social and Rational (1958)Models of Man--Social and Rat…The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)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)Prospect Theory: An Analysis of Decision under Risk (1979)Prospect theory: An analysis of decision under risk (1988)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)Awe, the diminished self, and collective engagement: Universals and cultural variations in the small self. (2017)Affect and emotions as drivers of climate change perception and action: a review (2021)Psychological Resilience: An Affect-Regulation Framework (2022)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Evolving to a New Dominant Logic for Marketing (2003)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Gamification of health professions education: a systematic review (2020)Enhancing user engagement: The role of gamification in mobile apps (2021)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Gamification of Learning: a Meta-analysis (2019)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)FREQUENCY EFFECTS IN LANGUAGE PROCESSING (2002)Naturalistic Decision Making (2008)Instructional manipulation checks: Detecting satisficing to increase statistical power (2009)The Protective Action Decision Model: Theoretical Modifications and Additional Evidence (2011)The theory of planned behaviour: Reactions and reflections (2011)The theory of planned behavior: Frequently asked questions (2020)Effects of Fear and Anger on Perceived Risks of Terrorism (2003)The Experience of Emotion (2006)Psychological factors influencing sustainable energy technology acceptance: A review-based comprehensive framework (2011)What Good Are Positive Emotions? (1998)Gamification for health and wellbeing: A systematic review of the literature (2016)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)
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References

  • 2009Predicting and Changing Behavior: The Reasoned Action Approach5,813 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 1991Flow: The Psychology of Optimal Experience3,621 cited
  • 1958Models of Man--Social and Rational3,146 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2014Emotion and Decision Making2,908 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2002The Role of Affect in Decision Making1,474 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2016A definition for gamification: anchoring gamification in the service marketing literature1,089 cited
  • 1994How Believing in Ourselves Increases Risk Taking: Perceived Self-Efficacy and Opportunity Recognition975 cited
  • 1987Strategic Logistics Management803 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 1982Factors Affecting the Use of Market Research Information: A Path Analysis618 cited
  • 2002The Psychophysiology of Real-Time Financial Risk Processing

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487 cited
  • 2002The educational benefits of videogames334 cited
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