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Volumn 5, Issue 4, 2013, Pages 275-278

Gamification: Design of IT-based enhancing services for motivational support and behavioral change

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Indexed keywords


EID: 84887569448     PISSN: None     EISSN: 18670202     Source Type: Journal    
DOI: 10.1007/s12599-013-0273-5     Document Type: Article
Times cited : (302)

References (15)
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    • Haller J, Bullinger A, Möslein K (2011) Innovation contests. An IT-based tool for innovation management. Bus Inf Sys Eng 53(2):105-108
    • (2011) Bus Inf Sys Eng , vol.53 , Issue.2 , pp. 105-108
    • Haller, J.1    Bullinger, A.2    Möslein, K.3
  • 4
    • 84870497573 scopus 로고    scopus 로고
    • Defining gamification - A service marketing perspective
    • Tampere 10.1145/2393132.2393137
    • Huotari K, Hamari J (2012) Defining gamification - a service marketing perspective. In: Proc 15th MindTrek conference, Tampere, pp 17-22
    • (2012) Proc 15th MindTrek Conference , pp. 17-22
    • Huotari, K.1    Hamari, J.2
  • 5
    • 84869026652 scopus 로고    scopus 로고
    • Gamification in education: What, how, why bother?
    • Lee JJ, Hammer J (2011) Gamification in education: what, how, why bother? Academic Exchance Quarterly 15(2):1-5
    • (2011) Academic Exchance Quarterly , vol.15 , Issue.2 , pp. 1-5
    • Lee, J.J.1    Hammer, J.2
  • 8
    • 69549083453 scopus 로고    scopus 로고
    • Why break the habit of a lifetime? Rethinking the roles of intention, habit, and emotion in continuing information technology use
    • Ortiz de Guinea A, Markus ML (2009) Why break the habit of a lifetime? Rethinking the roles of intention, habit, and emotion in continuing information technology use. MIS Quarterly 33(3):433-444
    • (2009) MIS Quarterly , vol.33 , Issue.3 , pp. 433-444
    • Ortiz De Guinea, A.1    Markus, M.L.2
  • 11
    • 0002209063 scopus 로고    scopus 로고
    • Intrinsic and extrinsic motivations: Classic definitions and new directions
    • 10.1006/ceps.1999.1020
    • Ryan RM, Deci EL (2000) Intrinsic and extrinsic motivations: classic definitions and new directions. Contemporary Educational Psychology 25(1):54-67
    • (2000) Contemporary Educational Psychology , vol.25 , Issue.1 , pp. 54-67
    • Ryan, R.M.1    Deci, E.L.2
  • 12
    • 84863199750 scopus 로고    scopus 로고
    • A social gamification framework for a K-6 learning platform
    • 10.1016/j.chb.2012.06.007
    • Simões J, Redondo RD, Vilas AF (2013) A social gamification framework for a K-6 learning platform. Computers in Human Behavior 29(2):345-353
    • (2013) Computers in Human Behavior , vol.29 , Issue.2 , pp. 345-353
    • Simões, J.1    Redondo, R.D.2    Vilas, A.F.3
  • 13
    • 34247540250 scopus 로고    scopus 로고
    • Games with a purpose
    • 10.1109/MC.2006.196
    • Von Ahn L (2006) Games with a purpose. Computer 39(6):92-94
    • (2006) Computer , vol.39 , Issue.6 , pp. 92-94
    • Von Ahn, L.1
  • 14
    • 84887589614 scopus 로고    scopus 로고
    • Consumerization. IT innovations from the consumer market as a challenge for corporate IT
    • Weis F, Leimeister JM (2012) Consumerization. IT innovations from the consumer market as a challenge for corporate IT. Bus Inf Sys Eng 54(6):351-354
    • (2012) Bus Inf Sys Eng , vol.54 , Issue.6 , pp. 351-354
    • Weis, F.1    Leimeister, J.M.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.