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A Descriptive Literature Review and Classification Framework for Gamification in Information Systems
16 references·1 citing·39 second hop
A Descriptive Literature Review and Classification Framework for Gamification in Information Systems (2015)A Descriptive Literature Review and Class…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …The effect of virtual achievements on student engagement (2013)The effect of virtual achieve…Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise (2013)Social Motivations To Use Gam…Improving participation and learning with gamification (2013)Improving participation and l…Do points, levels and leaderboards harm intrinsic motivation? (2013)Do points, levels and leaderb…Removing gamification from an enterprise SNS (2012)Removing gamification from an…Defining gamification (2012)Defining gamificationUsing grounded theory as a method for rigorously reviewing literature (2011)Using grounded theory as a me…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From game design elements to gamefulness (2011)From game design elements to …Putting the ‘theory’ back into grounded theory: guidelines for grounded theory studies in information systems (2009)Putting the ‘theory’ back int…A Systems Approach to Conduct an Effective Literature Review in Support of Information Systems Research (2006)A Systems Approach to Conduct…Understanding the Role and Methods of Meta-Analysis in IS Research (2005)Understanding the Role and Me…Analyzing the Past to Prepare for the Future: Writing a Literature Review (2002)Analyzing the Past to Prepare…The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)The Discovery of Grounded The…CONSEQUENCES OF FAILURE AND CHALLENGES OF SMALL BUSINESS IN SOUTH AFRICA: A THEORETICAL REVIEW (2023)CONSEQUENCES OF FAILURE AND C…The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (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)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Electronic HRM: four decades of research on adoption and consequences (2016)A Taxonomy of Social Cues for Conversational Agents (2019)Digital business ecosystem: Literature review and a framework for future research (2019)Evolving to a New Dominant Logic for Marketing (2003)Demographic differences in perceived benefits from gamification (2014)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)A definition for gamification: anchoring gamification in the service marketing literature (2016)Information Systems Success: The Quest for the Dependent Variable (1992)Strategies for Theorizing from Process Data (1999)Review : Knowledge Management and Knowledge Management Systems: Conceptual Foundations And Research Issues1,2 (2001)Literature review as a research methodology: An overview and guidelines (2019)Opinion Paper: “So what if ChatGPT wrote it?” Multidisciplinary perspectives on opportunities, challenges and implications of generative conversational AI for research, practice and policy (2023)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)A Guide to Conducting a Systematic Literature Review of Information Systems Research (2011)Synthesizing information systems knowledge: A typology of literature reviews (2014)A Guide to Conducting a Standalone Systematic Literature Review (2015)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Qualitative Data Analysis: An Expanded Sourcebook (1994)Sensemaking and Sustainable Practicing: Functional Affordances of Information Systems in Green Transformations1 (2013)Toward Understanding Remote Workers’ Management of Work–Family Boundaries: The Complexity of Workplace Embeddedness (2015)Grounded theory in software engineering research (2016)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Gamification of Learning: a Meta-analysis (2019)How Many Interviews Are Enough? (2005)Theory Building From Cases: Opportunities And Challenges (2007)Seeking Qualitative Rigor in Inductive Research (2012)
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References

  • 1968The Discovery of Grounded Theory: Strategies for Qualitative Research.46,361 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2002Analyzing the Past to Prepare for the Future: Writing a Literature Review7,440 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2006A Systems Approach to Conduct an Effective Literature Review in Support of Information Systems Research1,580 cited
  • 2011Using grounded theory as a method for rigorously reviewing literature1,157 cited
  • 2012Defining gamification1,155 cited
  • 2009Putting the ‘theory’ back into grounded theory: guidelines for grounded theory studies in information systems840 cited
  • 2013The effect of virtual achievements on student engagement497 cited
  • 2013Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise415 cited
  • 2013Improving participation and learning with gamification320 cited
  • 2005Understanding the Role and Methods of Meta-Analysis in IS Research319 cited
  • 2013Do points, levels and leaderboards harm intrinsic motivation?

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314 cited
  • 2012Removing gamification from an enterprise SNS284 cited
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    • 2023CONSEQUENCES OF FAILURE AND CHALLENGES OF SMALL BUSINESS IN SOUTH AFRICA: A THEORETICAL REVIEW7 cited