SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
How do soft factors influence take-up of gamified travel demand management schemes in public transport: An investigation in Gold Coast, Australia
16 references·0 citing·43 second hop
How do soft factors influence take-up of gamified travel demand management schemes in public transport: An investigation in Gold Coast, Australia (2023)How do soft factors influence take-up of …Rethinking Internal Consistency in Cronbach's Alpha (2016)Rethinking Internal Consisten…A definition for gamification: anchoring gamification in the service marketing literature (2016)A definition for gamification…Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Gamification: What It Is and …Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …Examining the Impacts of Residential Self‐Selection on Travel Behaviour: A Focus on Empirical Findings (2009)Examining the Impacts of Resi…Playing for Real (2008)Playing for RealCorrelation or causality between the built environment and travel behavior? Evidence from Northern California (2005)Correlation or causality betw…‘Complacent Car Addicts’ or ‘Aspiring Environmentalists’? Identifying travel behaviour segments using attitude theory (2005)‘Complacent Car Addicts’ or ‘…Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents (2004)Why People Continue to Play O…My Current Thoughts on Coefficient Alpha and Successor Procedures (2004)My Current Thoughts on Coeffi…Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Determinants of Perceived Eas…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Normative Influences on Altruism (1977)Normative Influences on Altru…Coefficient Alpha and the Internal Structure of Tests (1951)Coefficient Alpha and the Int…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The theory of planned behavior (1991)A meta-analysis of the technology acceptance model (2006)Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation (2008)A systematic literature review of empirical evidence on computer games and serious games (2012)The Dependability of Behavioral Measurements: Theory of Generalizability for Scores and Profiles (1974)Current Concepts in Validity and Reliability for Psychometric Instruments: Theory and Application (2006)Coefficients Alpha, Beta, Omega, and the glb: Comments on Sijtsma (2008)Estimating ordinal reliability for Likert-type and ordinal item response data: A conceptual, empirical, and practical guide (2020)Measurement and prediction (1950)Intraclass correlations: Uses in assessing rater reliability. (1979)The Pittsburgh sleep quality index: A new instrument for psychiatric practice and research (1989)The Presentation of Self in Everyday Life. (1956)The Evolution of Reciprocal Altruism (1971)Sociobiology: The New Synthesis. (1976)Recent Developments in Role Theory (1986)A Focus Theory of Normative Conduct: A Theoretical Refinement and Reevaluation of the Role of Norms in Human Behavior (1991)Altruism and Prosocial Behavior (2003)The Practice of Social Research. (1976)Approaches to Social Research (1989)The Practice of Social Research (1989)Travel and the Built Environment (2010)Travel and Subjective Well-Being: A Focus on Findings, Methods and Future Research Needs (2013)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)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)Gamification in theory and action: A survey (2014)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)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)
this work references cited by second hop

References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1951Coefficient Alpha and the Internal Structure of Tests43,892 cited
  • 2000Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model6,658 cited
  • 1977Normative Influences on Altruism5,356 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,006 cited
  • 2004My Current Thoughts on Coefficient Alpha and Successor Procedures1,607 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2005Correlation or causality between the built environment and travel behavior? Evidence from Northern California1,145 cited
  • 2016A definition for gamification: anchoring gamification in the service marketing literature1,089 cited
  • 2009Examining the Impacts of Residential Self‐Selection on Travel Behaviour: A Focus on Empirical Findings1,080 cited
  • 2005‘Complacent Car Addicts’ or ‘Aspiring Environmentalists’? Identifying travel behaviour segments using attitude theory1,004 cited
  • 2008Playing for Real998 cited
  • 2016Rethinking Internal Consistency in Cronbach's Alpha

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

855 cited
  • 2004Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents683 cited
  • 2013Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers531 cited
  • Cited by

    No citing works inside the corpus for this window.