-
1
-
-
84970896541
-
SGI: A framework for increasing the sustainability of gamification impact
-
Almarshedi, A., Wills, G., Wanick, V., & Ranchhod, A. (2015). SGI: A framework for increasing the sustainability of gamification impact. International Journal for Infonomics, 8(1/2), 1044–1052.
-
(2015)
International Journal for Infonomics
, vol.8
, Issue.1-2
, pp. 1044-1052
-
-
Almarshedi, A.1
Wills, G.2
Wanick, V.3
Ranchhod, A.4
-
2
-
-
0008917059
-
Hearts, clubs, diamonds, spades: Players who suit MUDs
-
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1), 19.
-
(1996)
Journal of MUD Research
, vol.1
, Issue.1
, pp. 19
-
-
Bartle, R.1
-
3
-
-
0037845042
-
Toward an ethics of persuasive technology
-
Berdichevsky, D., & Neuenschwander, E. (1999). Toward an ethics of persuasive technology. Communications of the ACM, 42(5), 51–58. doi:10.1145/301353.301410.
-
(1999)
Communications of the ACM
, vol.42
, Issue.5
, pp. 51-58
-
-
Berdichevsky, D.1
Neuenschwander, E.2
-
5
-
-
84936802551
-
Towards a framework for gamification design on crowdsourcing systems: The GAME approach
-
In, Las Vegas, NV, IEEE
-
Brito, J., Vieira, V., & Duran, A. (2015). Towards a framework for gamification design on crowdsourcing systems: The GAME approach. In Proceeding of the 12th international conference on information technology—new generations (pp. 445–450). Las Vegas, NV: IEEE. doi:10.1109/ITNG.2015.78.
-
(2015)
Proceeding of the 12th international conference on information technology—new generations
, pp. 445-450
-
-
Brito, J.1
Vieira, V.2
Duran, A.3
-
6
-
-
84944703120
-
Gamification and the trough of disillusionment
-
Butz A, Koch M, Schlichter J, (eds), De Gruyter Oldenbourg, Berlin
-
Broer, J. (2014). Gamification and the trough of disillusionment. In A. Butz, M. Koch, & J. Schlichter (Eds.), Mensch & Computer 2014—Workshop band (pp. 389–395). Berlin: De Gruyter Oldenbourg.
-
(2014)
Mensch & Computer 2014—Workshop band
, pp. 389-395
-
-
Broer, J.1
-
8
-
-
0004264804
-
-
University of Illinois Press, Urbana
-
Caillois, R. (2001). Man, play, and games. Urbana: University of Illinois Press.
-
(2001)
Man, play, and games
-
-
Caillois, R.1
-
9
-
-
80052081553
-
Assessing the core elements of the gaming experience
-
Bernhaupt R, (ed), Springer, London
-
Calvillo-Gámez, E. H., Cairns, P., & Cox, A. L. (2010). Assessing the core elements of the gaming experience. In R. Bernhaupt (Ed.), Evaluating user experience in games: Concepts and methods (pp. 47–72). London: Springer. doi:10.1007/978-3-319-15985-0_3.
-
(2010)
Evaluating user experience in games: Concepts and methods
, pp. 47-72
-
-
Calvillo-Gámez, E.H.1
Cairns, P.2
Cox, A.L.3
-
10
-
-
85019214669
-
A participatory design framework for the gamification of rehabilitation systems
-
In:, P. M., Sharkey, L., Pareto, J., Broeren, M., Rydmark, (Eds. Reading, ICDVRAT
-
Charles, D., & McDonough, S. (2014). A participatory design framework for the gamification of rehabilitation systems. In: P. M. Sharkey, L. Pareto, J. Broeren & M. Rydmark (Eds.), Proceedings of the 10th international conference on disability, virtual reality & associated technologies. Gothenburg, Sweden (pp. 293–296). Reading: ICDVRAT.
-
(2014)
Proceedings of the 10th international conference on disability, virtual reality & associated technologies. Gothenburg, Sweden
, pp. 293-296
-
-
Charles, D.1
McDonough, S.2
-
11
-
-
82955222053
-
-
Pragmatic Bookshelf, Frisco, TX
-
Chelimsky, D., Astels, D., Helmkamp, B., & North, D. (2010). The RSpec book: Behaviour driven development with Rspec, Cucumber, and friends. Frisco, TX: Pragmatic Bookshelf.
-
(2010)
The RSpec book: Behaviour driven development with Rspec, Cucumber, and friends
-
-
Chelimsky, D.1
Astels, D.2
Helmkamp, B.3
North, D.4
-
13
-
-
84955630366
-
Gamification: The measurement of benefits
-
Reiners T, Wood LC, (eds), Springer, Berlin
-
Conley, K., & Donaldson, C. (2015). Gamification: The measurement of benefits. In T. Reiners & L. C. Wood (Eds.), Gamification in education and business (pp. 673–688). Berlin: Springer. doi:10.1007/978-3-319-10208-5.
-
(2015)
Gamification in education and business
, pp. 673-688
-
-
Conley, K.1
Donaldson, C.2
-
15
-
-
84936823933
-
User acceptance of computer technology: A comparison of two theoretical models
-
Davis, F., Bagozzi, R., & Warshaw, P. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35(8), 982–1003. doi:10.1287/mnsc.35.8.982.
-
(1989)
Management Science
, vol.35
, Issue.8
, pp. 982-1003
-
-
Davis, F.1
Bagozzi, R.2
Warshaw, P.3
-
16
-
-
84860665893
-
-
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–25). (MindTrek’11). New York, NY: ACM Press. doi:10.1145/2181037.2181040.
-
(2011)
From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–25). (MindTrek’11). New York, NY: ACM Press
-
-
Deterding, S.1
Dixon, D.2
Khaled, R.3
Nacke, L.4
-
18
-
-
84873847147
-
Gamifying learning experiences: Practical implications and outcomes
-
Dominguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernandez-Sanz, L., Pages, C., & Martinez-Herraiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392. doi:10.1016/j.compedu.2012.12.020.
-
(2013)
Computers & Education
, vol.63
, pp. 380-392
-
-
Dominguez, A.1
Saenz-de-Navarrete, J.2
de-Marcos, L.3
Fernandez-Sanz, L.4
Pages, C.5
Martinez-Herraiz, J.-J.6
-
19
-
-
0141958749
-
A person–artefact–task (PAT) model of flow antecedents in computer-mediated environments
-
Finneran, C. M., & Zhang, P. (2003). A person–artefact–task (PAT) model of flow antecedents in computer-mediated environments. International Journal of Human-Computer Studies, 59(4), 475–496. doi:10.1016/S1071-5819(03)00112-5.
-
(2003)
International Journal of Human-Computer Studies
, vol.59
, Issue.4
, pp. 475-496
-
-
Finneran, C.M.1
Zhang, P.2
-
20
-
-
85018342689
-
Achievement unlocked: Investigating the design of effective gamification experiences for mobile applications and devices
-
Queensland University of Technology, Brisbane. Ph.D. thesis
-
Fitz-Walter, Z. J. (2015). Achievement unlocked: Investigating the design of effective gamification experiences for mobile applications and devices. School of Information Systems; Science & Engineering Faculty. Queensland University of Technology, Brisbane. Ph.D. thesis.
-
(2015)
School of Information Systems; Science & Engineering Faculty
-
-
Fitz-Walter, Z.J.1
-
21
-
-
84954507622
-
Gamification: Analysis and application
-
In, Springer, London
-
Francisco-Aparicio, A., Gutiérrez-Vela, F. L., Isla-Montes, J. L., & Sanchez, J. L. G. (2013). Gamification: Analysis and application. In New trends in interaction, virtual reality and modeling (pp. 113–126). Springer London. doi:10.1007/978-1-4471-5445-7_9.
-
(2013)
New trends in interaction, virtual reality and modeling
, pp. 113-126
-
-
Francisco-Aparicio, A.1
Gutiérrez-Vela, F.L.2
Isla-Montes, J.L.3
Sanchez, J.L.G.4
-
22
-
-
85035108957
-
Gartner’s 2013 hype cycle for emerging technologies maps out evolving relationship between humans and machines. Retrieved January 20, 2015
-
Gartner
-
Gartner. (2013). Gartner’s 2013 hype cycle for emerging technologies maps out evolving relationship between humans and machines. Retrieved January 20, 2015, from http://www.gartner.com/newsroom/id/2575515.
-
(2013)
From
-
-
-
23
-
-
85035152258
-
Gartner’s 2014 hype cycle for emerging technologies maps the journey to digital business. Retrieved January 20, 2015
-
Gartner
-
Gartner. (2014). Gartner’s 2014 hype cycle for emerging technologies maps the journey to digital business. Retrieved January 20, 2015, from http://www.gartner.com/newsroom/id/2819918.
-
(2014)
From
-
-
-
26
-
-
0002022343
-
Technology and student-centered learning in higher education: Issues and practices
-
Hannafin, M. J., & Land, S. M. (2000). Technology and student-centered learning in higher education: Issues and practices. Journal of Computing in Higher Education, 12(1), 3–30. doi:10.1007/BF03032712.
-
(2000)
Journal of Computing in Higher Education
, vol.12
, Issue.1
, pp. 3-30
-
-
Hannafin, M.J.1
Land, S.M.2
-
27
-
-
84911436978
-
-
Harms, J., Wimmer, C., Kappel, K., & Grechenig, T. (2014). Gamification of online surveys: Conceptual foundations and a design process based on the MDA Framework. In Proceedings of the 8th Nordic conference on human–computer interaction: Fun, fast, foundational. Helsinki, Finland (pp. 565–568). New York, NY: ACM. doi:10.1145/2639189.2639230.
-
(2014)
Gamification of online surveys: Conceptual foundations and a design process based on the MDA Framework. In Proceedings of the 8th Nordic conference on human–computer interaction: Fun, fast, foundational. Helsinki, Finland (pp. 565–568). New York, NY: ACM
-
-
Harms, J.1
Wimmer, C.2
Kappel, K.3
Grechenig, T.4
-
28
-
-
84944193337
-
Gamification as a service
-
Dresden, Ph.D. Thesis
-
Herzig, P. (2014). Gamification as a service. Technische Universität Dresden, Dresden, Ph.D. Thesis.
-
(2014)
Technische Universität Dresden
-
-
Herzig, P.1
-
29
-
-
32144459686
-
MDA: A formal approach to game design and game research
-
In, D., Fu, J., Orkin, (Eds. p. Menlo Park, CA, AAAI Press
-
Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In D. Fu & J. Orkin (Eds.) Proceedings of the challenges in Game AI Workshop, nineteenth national conference on artificial intelligence, San Jose, California (p. 4). Menlo Park, CA: AAAI Press.
-
(2004)
Proceedings of the challenges in Game AI Workshop, nineteenth national conference on artificial intelligence, San Jose, California
, pp. 4
-
-
Hunicke, R.1
LeBlanc, M.2
Zubek, R.3
-
31
-
-
84954517470
-
-
Retrieved January 5, 2015, from
-
Jiménez, S. (2013). Gamification model canvas. Retrieved January 5, 2015, from http://www.gameonlab.es/canvas/.
-
(2013)
Gamification model canvas
-
-
Jiménez, S.1
-
32
-
-
84965116391
-
-
Library, New Media Consortium, Austin, TX
-
Johnson, L., Becker, S., Estrada, V., & Freeman, A. (2014). The NMC Horizon Report: 2014 (Library ed.). Austin, TX: New Media Consortium.
-
(2014)
The NMC Horizon Report:
-
-
Johnson, L.1
Becker, S.2
Estrada, V.3
Freeman, A.4
-
33
-
-
84983423766
-
Designing gamification
-
University of Oulu, Oulu. Master’s Thesis
-
Julius, K., & Salo, J. (2013). Designing gamification. Marketing. University of Oulu, Oulu. Master’s Thesis.
-
(2013)
Marketing
-
-
Julius, K.1
Salo, J.2
-
35
-
-
84905491903
-
The kaleidoscope of effective gamification: Deconstructing gamification in business applications
-
In, New York, NY, ACM
-
Kappen, D. L. D., & Nacke, L. E. (2013). The kaleidoscope of effective gamification: Deconstructing gamification in business applications. In 1st international conference on gameful design, research, and applications, gamification 2013 (pp. 119–122). New York, NY: ACM. doi:10.1145/2583008.2583029.
-
(2013)
1st international conference on gameful design, research, and applications, gamification
, pp. 119-122
-
-
Kappen, D.L.D.1
Nacke, L.E.2
-
37
-
-
84942753687
-
A gamification-based framework for developing learning activities of computational thinking
-
Kotini, I., & Tzelepi, S. (2015). A gamification-based framework for developing learning activities of computational thinking. Gamification in Education and Business. doi:10.1007/978-3-319-10208-5.
-
(2015)
Gamification in Education and Business
-
-
Kotini, I.1
Tzelepi, S.2
-
38
-
-
84880760795
-
Gamification at work: Designing engaging business software. In Design, user experience, and usability. Health, learning, playing, cultural, and cross-cultural
-
Berlin, Springer
-
Kumar, J. (2013). Gamification at work: Designing engaging business software. In Design, user experience, and usability. Health, learning, playing, cultural, and cross-cultural user experience (Vol. 8013, pp. 528–537). Berlin: Springer. doi:10.1007/978-3-642-39241-2_58.
-
(2013)
User experience
, vol.8013
, pp. 528-537
-
-
Kumar, J.1
-
40
-
-
84855376826
-
Gamifying intelligent environments
-
In, New York, NY, ACM
-
Liu, Y., Alexandrova, T., & Nakajima, T. (2011). Gamifying intelligent environments. In Proceedings of the 2011 international ACM workshop on Ubiquitous meta user interfaces, Scottsdale, AZ. (pp. 7–12). New York, NY: ACM. doi:10.1145/2072652.2072655.
-
(2011)
Proceedings of the 2011 international ACM workshop on Ubiquitous meta user interfaces, Scottsdale, AZ
, pp. 7-12
-
-
Liu, Y.1
Alexandrova, T.2
Nakajima, T.3
-
41
-
-
85035142754
-
Towards meaningful engagement: Gamification designs for gameful interaction with information systems
-
Liu, D., & Santhanam, R. (2015). Towards meaningful engagement: Gamification designs for gameful interaction with information systems. SSRN Electronic Journal, 8(2), 128–140. doi:10.2139/ssrn.2521283.
-
(2015)
SSRN Electronic Journal
, vol.8
, Issue.2
, pp. 128-140
-
-
Liu, D.1
Santhanam, R.2
-
42
-
-
84937144758
-
Searching for grey literature for systematic reviews: Challenges and benefits
-
Mahood, Q., Van Eerd, D., & Irvin, E. (2014). Searching for grey literature for systematic reviews: Challenges and benefits. Research Synthesis Methods, 5, 221–234. doi:10.1002/jrsm.1106.
-
(2014)
Research Synthesis Methods
, vol.5
, pp. 221-234
-
-
Mahood, Q.1
Van Eerd, D.2
Irvin, E.3
-
43
-
-
85035112154
-
-
Retrieved January 20, 2015, from
-
Manrique, V. (2013). Gamification design framework: The SMA model. Retrieved January 20, 2015, from http://www.gamasutra.com/blogs/VictorManrique/20130618/194563/Gamification_Design_Framework_The_SMA_Model.php.
-
(2013)
Gamification design framework: The SMA model
-
-
Manrique, V.1
-
44
-
-
85035142661
-
-
Marache-Francisco, C., & Brangier, E. (2013). Process of gamification. From the consideration of gamification to its practical implementation. In Proceeding of the CENTRIC 2013: The sixth international conference on advances in human oriented and personalized mechanisms, technologies, and services, Venice, Italy (pp. 126–131). IARIA XPS Press.
-
(2013)
Process of gamification. From the consideration of gamification to its practical implementation. In Proceeding of the CENTRIC 2013: The sixth international conference on advances in human oriented and personalized mechanisms, technologies, and services, Venice, Italy (pp. 126–131). IARIA XPS Press
-
-
Marache-Francisco, C.1
Brangier, E.2
-
46
-
-
84954564472
-
-
Retrieved February 1, 2015, from
-
Marczewski, A. (2014). Gamification design vs game design. Retrieved February 1, 2015, from http://www.gamified.uk/2014/03/25/gamification-design-vs-game-design/.
-
(2014)
Gamification design vs game design
-
-
Marczewski, A.1
-
48
-
-
84954557640
-
-
Mora, A., Riera, D., Gonzalez, C., & Arnedo-Moreno, J. (2015). A literature review of gamification design frameworks. In Proceedings of 7th international conference on games and virtual worlds for serious applications (VS-Games), Skövde, Sweden (pp. 1–8). IEEE. doi:10.1109/VS-GAMES.2015.7295760.
-
(2015)
A literature review of gamification design frameworks. In Proceedings of 7th international conference on games and virtual worlds for serious applications (VS-Games), Skövde, Sweden (pp. 1–8). IEEE
-
-
Mora, A.1
Riera, D.2
Gonzalez, C.3
Arnedo-Moreno, J.4
-
49
-
-
84977155383
-
-
Berlin, Springer
-
Mora, A., Zaharias, P., González, C., & Arnedo-Moreno, J. (2016). FRAGGLE: A FRamework for AGile Gamification of Learning Experiences, Rome, Italy (pp. 530–539). Berlin: Springer. doi:10.1007/978-3-319-40216-1_57.
-
(2016)
FRAGGLE: A FRamework for AGile Gamification of Learning Experiences, Rome, Italy (530–539
-
-
Mora, A.1
Zaharias, P.2
González, C.3
Arnedo-Moreno, J.4
-
50
-
-
84880903241
-
-
In S. Yamamoto (Ed. Human interface and the management of information. Information and interaction for learning, culture, collaboration and business, JOUR, Springer Berlin Heidelberg
-
Nah, F.-H., Telaprolu, V., Rallapalli, S., & Venkata, P. (2013). Gamification of education using computer games. In S. Yamamoto (Ed.), Human interface and the management of information. Information and interaction for learning, culture, collaboration and business. JOUR, Springer Berlin Heidelberg. doi:10.1007/978-3-642-39226-9_12.
-
(2013)
Gamification of education using computer games
-
-
Nah, F.-H.1
Telaprolu, V.2
Rallapalli, S.3
Venkata, P.4
-
51
-
-
84955635098
-
Gamification in the enterprise: Differences from consumer market, implications, and a method to manage them
-
In, Cham, Springer
-
Neeli, B. K. (2015). Gamification in the enterprise: Differences from consumer market, implications, and a method to manage them. In Gamification in education and business (pp. 489–511). Cham: Springer. doi:10.1007/978-3-319-10208-5_25.
-
(2015)
Gamification in education and business
, pp. 489-511
-
-
Neeli, B.K.1
-
53
-
-
84886285435
-
A case study in the gamification of a university-level games development course
-
In, P., Machanick, M., Tsietsi, (Eds. New York, NY, ACM
-
O’Donovan, S., Gain, J., & Marais, P. (2013). A case study in the gamification of a university-level games development course. In P. Machanick & M. Tsietsi (Eds.), Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference, East London, South Africa (pp. 242–251). New York, NY: ACM. doi:10.1145/2513456.2513469.
-
(2013)
Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference, East London, South Africa
, pp. 242-251
-
-
O’Donovan, S.1
Gain, J.2
Marais, P.3
-
54
-
-
70450142818
-
-
Wiley, Hoboken, NJ
-
Osterwalder, A., & Pigneur, Y. (2010). Business model generation: A handbook for visionaries, game changers, and challengers. Hoboken, NJ: Wiley.
-
(2010)
Business model generation: A handbook for visionaries, game changers, and challengers
-
-
Osterwalder, A.1
Pigneur, Y.2
-
55
-
-
39749104751
-
A design science research methodology for information systems research
-
Peffers, K., Tuunanen, T., Rothenberger, M., & Chatterjee, S. (2007). A design science research methodology for information systems research. Journal of Management Information Systems, 24(3), 45–77. doi:10.2753/MIS0742-1222240302.
-
(2007)
Journal of Management Information Systems
, vol.24
, Issue.3
, pp. 45-77
-
-
Peffers, K.1
Tuunanen, T.2
Rothenberger, M.3
Chatterjee, S.4
-
56
-
-
84960339144
-
The (Short) prehistory of gamification
-
Retrieved January 20, 2015, from
-
Pelling, N. (2011). The (Short) prehistory of gamification. Funding Startups (& Other Impossibilities). Retrieved January 20, 2015, from https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/.
-
(2011)
Funding Startups (& Other Impossibilities)
-
-
Pelling, N.1
-
59
-
-
84939216196
-
Towards gamification transparency: A conceptual framework for the development of responsible gamified enterprise systems
-
Raftopoulos, M. (2014). Towards gamification transparency: A conceptual framework for the development of responsible gamified enterprise systems. Journal of Gaming & Virtual Worlds, 6(2), 159–178. doi:10.1386/jgvw.6.2.159_1.
-
(2014)
Journal of Gaming & Virtual Worlds
, vol.6
, Issue.2
, pp. 159-178
-
-
Raftopoulos, M.1
-
61
-
-
84937633518
-
Is it all a game? Understanding the principles of gamification
-
Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business Horizons, 58(4), 411–420. doi:10.1016/j.bushor.2015.03.006.
-
(2015)
Business Horizons
, vol.58
, Issue.4
, pp. 411-420
-
-
Robson, K.1
Plangger, K.2
Kietzmann, J.H.3
McCarthy, I.4
Pitt, L.5
-
62
-
-
84910046469
-
-
Rojas, D., Kapralos, B., & Dubrowski, A. (2014). Gamification for internet based learning in health professions education. In Proceedings of the 14th IEEE international conference on advanced learning technologies, ICALT 2014, Athens, Greece (pp. 281–282). IEEE Computer Society. doi:10.1109/ICALT.2014.87.
-
(2014)
Gamification for internet based learning in health professions education. In Proceedings of the 14th IEEE international conference on advanced learning technologies, ICALT 2014, Athens, Greece (pp. 281–282). IEEE Computer Society
-
-
Rojas, D.1
Kapralos, B.2
Dubrowski, A.3
-
63
-
-
84978692399
-
Level up your strategy: Towards a descriptive framework for meaningful enterprise gamification
-
Ruhi, U. (2015). Level up your strategy: Towards a descriptive framework for meaningful enterprise gamification. Technology Innovation Management Review, 5(8), 5–16.
-
(2015)
Technology Innovation Management Review
, vol.5
, Issue.8
, pp. 5-16
-
-
Ruhi, U.1
-
64
-
-
85043751872
-
Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being
-
Ryan, R., & Deci, E. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78.
-
(2000)
American Psychologist
, vol.55
, Issue.1
, pp. 68-78
-
-
Ryan, R.1
Deci, E.2
-
65
-
-
84868026158
-
-
Sakamoto, M., Nakajima, T., & Alexandrova, T. (2012). Value-based design for gamifying daily activities. In 11th international conference on entertainment computing, ICEC 2012, Bremen, Germany (Vol. 7522, pp. 421–424). Springer International Publishing. doi:10.1007/978-3-642-33542-6_43.
-
(2012)
Value-based design for gamifying daily activities. In 11th international conference on entertainment computing, ICEC 2012, Bremen, Germany (Vol. 7522, pp. 421–424). Springer International Publishing
-
-
Sakamoto, M.1
Nakajima, T.2
Alexandrova, T.3
-
69
-
-
84916243815
-
-
Shahri, A., Hosseini, M., Phalp, K., Taylor, J., & Ali, R. (2014). Towards a code of ethics for gamification at enterprise. In The practice of enterprise modeling: 7th IFIP WG 8.1 Working Conference, PoEM 2014, Manchester, UK (Vol. 197, pp. 235–245). Berlin: Springer. doi:10.1007/978-3-662-45501-2_17.
-
(2014)
Towards a code of ethics for gamification at enterprise. In The practice of enterprise modeling: 7th IFIP WG 8.1 Working Conference, PoEM 2014, Manchester, UK (Vol. 197, pp. 235–245). Berlin: Springer
-
-
Shahri, A.1
Hosseini, M.2
Phalp, K.3
Taylor, J.4
Ali, R.5
-
70
-
-
84863199750
-
A social gamification framework for a K-6 learning platform
-
Simões, J., Díaz Redondo, R., & Fernández Vilas, A. (2012). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345–353. doi:10.1016/j.chb.2012.06.007.
-
(2012)
Computers in Human Behavior
, vol.29
, Issue.2
, pp. 345-353
-
-
Simões, J.1
Díaz Redondo, R.2
Fernández Vilas, A.3
-
71
-
-
85035147186
-
-
Tuunanen, J., & Hamari, JVol 10Digital Games Research Association DiGRA
-
Tuunanen, J., & Hamari, J. (2012). Meta-synthesis of player typologies. In Proceedings of Nordic Digra 2012 conference: Local and global—Games in culture and society, Tampere, Finland (Vol 10). Digital Games Research Association DiGRA.
-
(2012)
Meta-synthesis of player typologies. In Proceedings of Nordic Digra 2012 conference: Local and global—Games in culture and society, Tampere, Finland
-
-
-
73
-
-
85035079814
-
-
Vargas-Enríquez, J., García-Mundo, L., Genero, M., & Piattini, M. (2015). Análisis de uso de la gamificación en la enseñanza de la informática. Actas de las XXI Jornadas de la Enseñanza Universitaria de la Informática, Andorra La Vella, Andorra (pp. 105–112). JENUI.
-
(2015)
Análisis de uso de la gamificación en la enseñanza de la informática. Actas de las XXI Jornadas de la Enseñanza Universitaria de la Informática, Andorra La Vella, Andorra (pp. 105–112). JENUI
-
-
Vargas-Enríquez, J.1
García-Mundo, L.2
Genero, M.3
Piattini, M.4
-
76
-
-
84922775645
-
-
Wongso, O., Rosmansyah, Y., & Bandung, Y. (2015). Gamification framework model, based on social engagement in e-learning 2.0. In Proccedings of the 2nd international conference on technology, informatics, management, engineering and environment (TIME 2014), Bandung, Indonesia (pp. 10–14). IEEE. doi:10.1109/TIME-E.2014.7011583.
-
(2015)
Gamification framework model, based on social engagement in e-learning 2.0. In Proccedings of the 2nd international conference on technology, informatics, management, engineering and environment (TIME 2014), Bandung, Indonesia (pp. 10–14). IEEE
-
-
Wongso, O.1
Rosmansyah, Y.2
Bandung, Y.3
-
77
-
-
33847739415
-
Motivations for play in online games
-
Yee, N. (2007). Motivations for play in online games. Cyber Psychology & Behavior, 9(6), 772–775. doi:10.1089/cpb.2006.9.772.
-
(2007)
Cyber Psychology & Behavior
, vol.9
, Issue.6
, pp. 772-775
-
-
Yee, N.1
|