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Homo ludens. Versuch einer Bestimmung des Spielelements der Kultur
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Homo ludens. Versuch einer Bestimmung des Spielelements der Kultur (1948)Homo ludens. Versuch einer Bestimmung des…Gamification as a moderator for the impact of intrinsic motivation: Findings from a multigroup field experiment (2020)Gamification as a moderator f…Semiotički pristup narodnoj zagoneci (2018)Semiotički pristup narodnoj z…Playing with Personal Media: On an Epistemology of Ignorance (2013)Playing with Personal Media: …Ritualistic Games, Boundary Control, and Information Uncertainty (2012)Ritualistic Games, Boundary C…Similarity of Social Information Processes in Games and Rituals (2011)Similarity of Social Informat…Entwurf einer Psychologie des Spielens (1964)Entwurf einer Psychologie des…An introduction to cybernetics (1956)The rise of the creative class: and how it's transforming work, leisure, community and everyday life (2002)Playing and Reality (2012)A Theory of Cognitive Dissonance (1957)Frame Analysis: An Essay on the Organization of Experience. (1975)A Theory of Cognitive Dissonance (2017)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Culture's Consequences: Comparing Values, Behaviors, Institutions, and Organizations across Nations (2002)A Design Framework for Reflective Play (2024)Motivation reconsidered: The concept of competence. (1959)Conflict, arousal, and curiosity. (1960)Motivation reconsidered: The concept of competence. (1963)7. Reading as playing (2011)Intrinsische Motivation und Flow-Erleben (2018)Situative Determinanten des Verhaltens (2018)English Riddles from Oral Tradition (1952)The ancient Aryan verbal contest (1960)Myth, Cosmos and Society: Indo-European Themes of Creation and Destruction. (1987)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model (2021)Can Gamification Influence the Academic Performance of Students? (2022)Gamification is not Working: Why? (2024)
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  • 2020Gamification as a moderator for the impact of intrinsic motivation: Findings from a multigroup field experiment84 cited
  • 1964Entwurf einer Psychologie des Spielens73 cited
  • 2012Ritualistic Games, Boundary Control, and Information Uncertainty38 cited
  • 2011Similarity of Social Information Processes in Games and Rituals30 cited
  • 2013Playing with Personal Media: On an Epistemology of Ignorance12 cited
  • 2018Semiotički pristup narodnoj zagoneci0 cited

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