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Gamification at Work: Designing Engaging Business Software
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(1984)Qualitative evaluation and research methods (1990)Qualitative evaluation and research methods (1990)Gamification in engineering education – An empirical assessment on learning and game performance (2020)Thai undergraduate science, technology, engineering, arts, and math (STEAM) creative thinking and innovation skill development: a conceptual model using a digital virtual classroom learning environment (2022)Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation (2023)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation (1991)Understanding the dark side of gamification health management: A stress perspective (2021)Unpacking the effect of gamified virtual CSR cocreated on users’ pro-environmental behavior: A holistic view of gamification affordance (2023)Gamification for sustainable consumption: A state‐of‐the‐art overview and future agenda (2024)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences (2007)Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal (2022)Enhancing Learning Engagement: A Study on Gamification’s Influence on Motivation and Cognitive Load (2024)The impact of educational gamification on cognition, emotions, and motivation: a randomized controlled trial (2025)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Gamification and customer experience in online retail: a qualitative study focusing on ethical perspective (2022)On linking the perceived values of mobile shopping apps, customer well-being, and customer citizenship behavior: Moderating role of customer intimacy (2023)The Impact of Cue-Interaction Stimulation on Impulse Buying Intention on Virtual Reality Tourism E-commerce Platforms (2023)
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  • 2015A Literature Review of Gamification Design Frameworks285 cited
  • 2018Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts266 cited
  • 2017How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach175 cited
  • 2016Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes147 cited
  • 2017A framework for gamification in software engineering144 cited
  • 2019Factors to Consider for Tailored Gamification143 cited
  • 2019Main gamification concepts: A systematic mapping study137 cited
  • 2020Inducing individuals to engage in a gamified platform for environmental conservation109 cited
  • 2021Engaging shoppers through mobile apps: the role of gamification102 cited
  • 2021A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study96 cited
  • 2020Gamification of student peer review in education: A systematic literature review81 cited
  • 2019Gamification as An Approach to Promote Tourist Recycling Behavior78 cited
  • 2021Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model

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77 cited
  • 2021Leaderboard Design Principles to Enhance Learning and Motivation in a Gamified Educational Environment: Development Study75 cited
  • 2022Gamification is Working, but Which One Exactly? Results from an Experiment with Four Game Design Elements71 cited
  • 2019Gamification in Management: a systematic review and research directions64 cited