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Embodied cognition model for museum gamification cultural heritage communication a grounded theory study
16 references·3 citing·52 second hop
Embodied cognition model for museum gamification cultural heritage communication a grounded theory study (2025)Embodied cognition model for museum gamif…Multisensory museum experience: an integrative view and future research directions (2024)Multisensory museum experienc…The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The impact of gamification on…Evaluating visitor experience of digital interpretation and presentation technologies at cultural heritage sites: a case study of the old town, Zuoying (2020)Evaluating visitor experience…Escape education: A systematic review on escape rooms in education (2020)Escape education: A systemati…Triangulation in research, with examples (2019)Triangulation in research, wi…Framing collaborative processes of digital transformation in cultural organisations: from literary archives to augmented reality (2019)Framing collaborative process…Adoption and use of emerging cultural technologies in China's museums (2018)Adoption and use of emerging …The Elephant in the Room (2015)The Elephant in the RoomDoes Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …From game design elements to gamefulness (2011)From game design elements to …Embodying experience (2006)Embodying experienceGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Technology and the Lifeworld (1990)Technology and the LifeworldSituated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Grounded Theory and Organizational Research (1986)Grounded Theory and Organizat…A Social History of Museums (1975)A Social History of MuseumsContinuance intention of cultural museum virtual human based on PLS-SEM analysis of MRT and UGT (2026)Continuance intention of cult…Thing-Human-Emotion-Beauty model for multi-dimensional perception of cultural relics’ values from the design perspective (2025)Thing-Human-Emotion-Beauty mo…Development and Application of a Street Furniture Design Evaluation Framework: Empirical Evidence from the Yangzhou Ecological Science and Technology New Town (2025)Development and Application o…Studies in Ethnomethodology. 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(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)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A meta-analysis of the cognitive and motivational effects of serious games. 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A Systematic Review of the Literature (2021)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Inquiry‐based science instruction—what is it and does it matter? Results from a research synthesis years 1984 to 2002 (2009)Analysis in qualitative research (2010)A systematic literature review of empirical evidence on computer games and serious games (2012)Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review (2021)Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students (2021)Gamification in Education (2023)Transforming Technology: A Critical Theory Revisited (2002)Materializing Morality (2006)Computing in Everyday Life: A Call for Research on Experiential Computing1 (2010)
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References

  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 1990Technology and the Lifeworld1,608 cited
  • 1986Grounded Theory and Organizational Research1,225 cited
  • 2020The impact of gamification on learning and instruction: A systematic review of empirical evidence963 cited
  • 2019Triangulation in research, with examples725 cited
  • 2020Escape education: A systematic review on escape rooms in education475 cited
  • 2006Embodying experience118 cited
  • 2015The Elephant in the Room117 cited
  • 2020Evaluating visitor experience of digital interpretation and presentation technologies at cultural heritage sites: a case study of the old town, Zuoying108 cited
  • 1975A Social History of Museums98 cited
  • 2018Adoption and use of emerging cultural technologies in China's museums87 cited
  • 2024Multisensory museum experience: an integrative view and future research directions58 cited

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  • 2019Framing collaborative processes of digital transformation in cultural organisations: from literary archives to augmented reality49 cited
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    • 2025Development and Application of a Street Furniture Design Evaluation Framework: Empirical Evidence from the Yangzhou Ecological Science and Technology New Town6 cited
    • 2025Thing-Human-Emotion-Beauty model for multi-dimensional perception of cultural relics’ values from the design perspective5 cited
    • 2026Continuance intention of cultural museum virtual human based on PLS-SEM analysis of MRT and UGT3 cited