-
1
-
-
0000913978
-
Time flies when you're having fun: Cognitive absorption and beliefs about information technology usage
-
Agarwal, R., Karahanna, E., Time flies when you're having fun: Cognitive absorption and beliefs about information technology usage. MIS Quarterly 24:4 (2000), 665–694.
-
(2000)
MIS Quarterly
, vol.24
, Issue.4
, pp. 665-694
-
-
Agarwal, R.1
Karahanna, E.2
-
2
-
-
0003878594
-
Attitudes, personality, and behaviour
-
Dorsey Press Chicago, IL
-
Ajzen, I., Attitudes, personality, and behaviour. 1988, Dorsey Press, Chicago, IL.
-
(1988)
-
-
Ajzen, I.1
-
4
-
-
84961188624
-
Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature
-
Alahäivälä T., Oinas-Kukkonen, H., Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature. International Journal of Medical Informatics 96 (2016), 62–70.
-
(2016)
International Journal of Medical Informatics
, vol.96
, pp. 62-70
-
-
Alahäivälä, T.1
Oinas-Kukkonen, H.2
-
5
-
-
84952838180
-
Design and evaluation of a gamified system for ERP training
-
Alcivar, I., Abad, A.G., Design and evaluation of a gamified system for ERP training. Computers in Human Behavior 58 (2016), 109–118.
-
(2016)
Computers in Human Behavior
, vol.58
, pp. 109-118
-
-
Alcivar, I.1
Abad, A.G.2
-
6
-
-
84922309862
-
The effect of social support features and gamification on a web based intervention for rheumatoid arthritis patients: Randomized controlled trial
-
Allam, A., Kostova, Z., Nakamoto, K., Schulz, P.J., The effect of social support features and gamification on a web based intervention for rheumatoid arthritis patients: Randomized controlled trial. Journal of Medical Internet Research, 17(1), 2015, e14.
-
(2015)
Journal of Medical Internet Research
, vol.17
, Issue.1
, pp. e14
-
-
Allam, A.1
Kostova, Z.2
Nakamoto, K.3
Schulz, P.J.4
-
7
-
-
85026778475
-
A framework for social well-being and skills management at the workplace
-
Araújo, J., Pestana, G., A framework for social well-being and skills management at the workplace. International Journal of Information Management 37:6 (2017), 718–725.
-
(2017)
International Journal of Information Management
, vol.37
, Issue.6
, pp. 718-725
-
-
Araújo, J.1
Pestana, G.2
-
8
-
-
0002969044
-
Individual characteristics associated with world wide web use: An empirical study of playfulness and motivation
-
Atkinson, M.A., Kydd, C., Individual characteristics associated with world wide web use: An empirical study of playfulness and motivation. Data Base for Advances in Information Systems 28:2 (1997), 53–62.
-
(1997)
Data Base for Advances in Information Systems
, vol.28
, Issue.2
, pp. 53-62
-
-
Atkinson, M.A.1
Kydd, C.2
-
9
-
-
84920982699
-
Gamification in assessment: Do points affect test performance?
-
Attali, Y., Arieli-Attali, M., Gamification in assessment: Do points affect test performance?. Computers & Education 83 (2014), 57–63.
-
(2014)
Computers & Education
, vol.83
, pp. 57-63
-
-
Attali, Y.1
Arieli-Attali, M.2
-
10
-
-
84903287380
-
Gamification for online communities: A case study for delivering government services
-
Bista, S.K., Nepal, S., Paris, C., Colineau, N., Gamification for online communities: A case study for delivering government services. International Journal of Cooperative Information Systems, 23(2), 2014.
-
(2014)
International Journal of Cooperative Information Systems
, vol.23
, Issue.2
-
-
Bista, S.K.1
Nepal, S.2
Paris, C.3
Colineau, N.4
-
11
-
-
84916244407
-
Motivational effects and age differences of gamification in product advertising
-
Bittner, J.V., Schipper, J., Motivational effects and age differences of gamification in product advertising. The Journal of Consumer Marketing 31:5 (2014), 391–400.
-
(2014)
The Journal of Consumer Marketing
, vol.31
, Issue.5
, pp. 391-400
-
-
Bittner, J.V.1
Schipper, J.2
-
12
-
-
84887569448
-
Gamification - design of IT-Based enhancing services for motivational support and behavioral change
-
Blohm, I., Leimeister, J.M., Gamification - design of IT-Based enhancing services for motivational support and behavioral change. Business & Information Systems Engineering 5:4 (2013), 275–278.
-
(2013)
Business & Information Systems Engineering
, vol.5
, Issue.4
, pp. 275-278
-
-
Blohm, I.1
Leimeister, J.M.2
-
13
-
-
84903983624
-
Improving biotech education through gamified laboratory simulations
-
Bonde, M.T., Makransky, G., Wandall, J., Larsen, M.V., Morsing, M., Jarmer, H., et al. Improving biotech education through gamified laboratory simulations. Nature Biotechnology 32:7 (2014), 694–697.
-
(2014)
Nature Biotechnology
, vol.32
, Issue.7
, pp. 694-697
-
-
Bonde, M.T.1
Makransky, G.2
Wandall, J.3
Larsen, M.V.4
Morsing, M.5
Jarmer, H.6
-
14
-
-
84929321604
-
Gamification in educational software development
-
Buisman, A.L.D., van Eekelen, M.C.J.D., Gamification in educational software development. Proceedings of the Computer Science Education Research Conference, (Berlin, Germany, November 5-6, 2014), 2014, 9–20.
-
(2014)
Proceedings of the Computer Science Education Research Conference, (Berlin, Germany, November 5-6, 2014)
, pp. 9-20
-
-
Buisman, A.L.D.1
van Eekelen, M.C.J.D.2
-
15
-
-
84929015589
-
Gamify: How gamification motivates people to do extraordinary things
-
Bibliomotion, Inc.
-
Burke, B., Gamify: How gamification motivates people to do extraordinary things. 2014, Bibliomotion, Inc.
-
(2014)
-
-
Burke, B.1
-
16
-
-
84903733053
-
A framework for evaluating the effectiveness of gamification techniques by personality type
-
Butler, C., A framework for evaluating the effectiveness of gamification techniques by personality type. International Conference on HCI in Business (Heraklion, Crete, Greece, June 22-27, 2014), 2014, 381–389.
-
(2014)
International Conference on HCI in Business (Heraklion, Crete, Greece, June 22-27, 2014)
, pp. 381-389
-
-
Butler, C.1
-
17
-
-
84864204176
-
Design of an mHealth app for the self-management of adolescent type 1 diabetes: A pilot study
-
Cafazzo, J.A., Casselman, M., Hamming, N., Katzman, D.K., Palmert, M.R., Design of an mHealth app for the self-management of adolescent type 1 diabetes: A pilot study. Journal of Medical Internet Research, 14(3), 2012, e70.
-
(2012)
Journal of Medical Internet Research
, vol.14
, Issue.3
, pp. e70
-
-
Cafazzo, J.A.1
Casselman, M.2
Hamming, N.3
Katzman, D.K.4
Palmert, M.R.5
-
18
-
-
0004264804
-
Man, play and games
-
University of Illinois Press Urbana, IL
-
Caillois, R., Man, play and games. 1961, University of Illinois Press, Urbana, IL.
-
(1961)
-
-
Caillois, R.1
-
19
-
-
84905508889
-
Effects of gamification on participation and data quality in a real-world market research domain
-
Cechanowicz, J., Gutwin, C., Brownell, B., Goodfellow, L., Effects of gamification on participation and data quality in a real-world market research domain. Proceedings of Gamification’ 13 Stratford (Ontario, Canada, October 2–4, 2013), 2013, 58–65.
-
(2013)
Proceedings of Gamification’ 13 Stratford (Ontario, Canada, October 2–4, 2013)
, pp. 58-65
-
-
Cechanowicz, J.1
Gutwin, C.2
Brownell, B.3
Goodfellow, L.4
-
20
-
-
84903638814
-
HealthyTogether: Exploring social incentives for mobile fitness applications
-
Chen, Y., Pu, P., HealthyTogether: Exploring social incentives for mobile fitness applications. Proceedings of Chinese CHI’ 14 (Toronto, Ontario, Canada, April 26–27), 2014, 25–34.
-
(2014)
Proceedings of Chinese CHI’ 14 (Toronto, Ontario, Canada, April 26–27)
, pp. 25-34
-
-
Chen, Y.1
Pu, P.2
-
21
-
-
44949136412
-
Player guild dynamics and evolution in massively multiplayer online games
-
Chen, C.H., Sun, C.T., Hsieh, J., Player guild dynamics and evolution in massively multiplayer online games. CyberPsychology & Behavior 11:3 (2008), 293–301.
-
(2008)
CyberPsychology & Behavior
, vol.11
, Issue.3
, pp. 293-301
-
-
Chen, C.H.1
Sun, C.T.2
Hsieh, J.3
-
22
-
-
84924496491
-
Exploring social accountability in pervasive fitness apps
-
Chen, Y., Zhang, J., Pu, P., Exploring social accountability in pervasive fitness apps. Proceeding of the UBICOMM2014 (Rome, Italy, August 24–28, 2014), 2014, 221–226.
-
(2014)
Proceeding of the UBICOMM2014 (Rome, Italy, August 24–28, 2014)
, pp. 221-226
-
-
Chen, Y.1
Zhang, J.2
Pu, P.3
-
23
-
-
84958544629
-
A study about designing reward for gamified crowdsourcing system
-
Choi, J., Choi, H., So, W., Lee, J., You, J., A study about designing reward for gamified crowdsourcing system. Proceedings of 3rd International Conference on Design, User Experience, and Usability: User Experience Design for Diverse Interaction Platforms and Environments, (Heraklion, Crete, Greece, June 22-27), 2014, 678–687.
-
(2014)
Proceedings of 3rd International Conference on Design, User Experience, and Usability: User Experience Design for Diverse Interaction Platforms and Environments, (Heraklion, Crete, Greece, June 22-27)
, pp. 678-687
-
-
Choi, J.1
Choi, H.2
So, W.3
Lee, J.4
You, J.5
-
24
-
-
84901976012
-
Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance
-
Christy, K.R., Fox, J., Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance. Computers & Education 78 (2014), 66–77.
-
(2014)
Computers & Education
, vol.78
, pp. 66-77
-
-
Christy, K.R.1
Fox, J.2
-
25
-
-
34548230519
-
Social interactions in massively multiplayer online role-playing gamers
-
Cole, H., Griffiths, M.D., Social interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior 10:4 (2007), 575–583.
-
(2007)
CyberPsychology & Behavior
, vol.10
, Issue.4
, pp. 575-583
-
-
Cole, H.1
Griffiths, M.D.2
-
26
-
-
0004293370
-
Beyond boredom and anxiety: Experiencing flow in work and play
-
Jossey-Bass San Francisco
-
Csíkszentmihályi, M., Beyond boredom and anxiety: Experiencing flow in work and play. 1975, Jossey-Bass, San Francisco.
-
(1975)
-
-
Csíkszentmihályi, M.1
-
27
-
-
0003665743
-
Flow: The psychology of optimal experience
-
Harper and Row New York
-
Csíkszentmihályi, M., Flow: The psychology of optimal experience. 1990, Harper and Row, New York.
-
(1990)
-
-
Csíkszentmihályi, M.1
-
28
-
-
55249087535
-
Perceived usefulness, perceived ease of use, and user acceptance of information technology
-
Davis, F.D., Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly 13:3 (1989), 319–340.
-
(1989)
MIS Quarterly
, vol.13
, Issue.3
, pp. 319-340
-
-
Davis, F.D.1
-
29
-
-
84991149383
-
Extrinsic and intrinsic motivation to use computers in the workplace
-
Davis, F.D., Bagozzi, R.P., Warshaw, P.R., Extrinsic and intrinsic motivation to use computers in the workplace. Journal of Applied Social Psychology 22 (1992), 1111–1132.
-
(1992)
Journal of Applied Social Psychology
, vol.22
, pp. 1111-1132
-
-
Davis, F.D.1
Bagozzi, R.P.2
Warshaw, P.R.3
-
30
-
-
84886872352
-
Self-determination
-
John Wiley and Sons Inc New Jersey
-
Deci, E.L., Ryan, R.M., Self-determination. 1985, John Wiley and Sons Inc, New Jersey.
-
(1985)
-
-
Deci, E.L.1
Ryan, R.M.2
-
31
-
-
0034549672
-
The ‘what’ and ‘why’ of goal pursuits: Human needs and the self-determination of behavior
-
Deci, E.L., Ryan, R.M., The ‘what’ and ‘why’ of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry 11:4 (2000), 227–268.
-
(2000)
Psychological Inquiry
, vol.11
, Issue.4
, pp. 227-268
-
-
Deci, E.L.1
Ryan, R.M.2
-
32
-
-
84896780513
-
An empirical study comparing gamification and social networking on e-learning
-
de-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., Pagés, C., An empirical study comparing gamification and social networking on e-learning. Computers & Education 75 (2014), 82–91.
-
(2014)
Computers & Education
, vol.75
, pp. 82-91
-
-
de-Marcos, L.1
Domínguez, A.2
Saenz-de-Navarrete, J.3
Pagés, C.4
-
33
-
-
84877936824
-
The effect of virtual achievements on student engagement, Proceedings of CHI 2013: Changing perspectives (Paris, France, April 27–May 2, 2013)
-
Denny, P., The effect of virtual achievements on student engagement, Proceedings of CHI 2013: Changing perspectives (Paris, France, April 27–May 2, 2013). 2013, 763–772.
-
(2013)
, pp. 763-772
-
-
Denny, P.1
-
34
-
-
84929612857
-
The lens of intrinsic skill atoms: A method for gameful design
-
Deterding, S., The lens of intrinsic skill atoms: A method for gameful design. Human-Computer Interaction 30:3-4 (2015), 294–335.
-
(2015)
Human-Computer Interaction
, vol.30
, Issue.3-4
, pp. 294-335
-
-
Deterding, S.1
-
35
-
-
84860665893
-
From game design elements to gamefulness: Defining gamification
-
Deterding, S., Dixon, D., Khaled, R., Nacke, L., From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future media Environments (Tampere, Finland, September 28–30, 2011), 2011, 9–15.
-
(2011)
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future media Environments (Tampere, Finland, September 28–30, 2011)
, pp. 9-15
-
-
Deterding, S.1
Dixon, D.2
Khaled, R.3
Nacke, L.4
-
36
-
-
84873847147
-
Gamifying learning experiences: Practical implications and outcomes
-
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.-J., Gamifying learning experiences: Practical implications and outcomes. Computers & Education 63 (2013), 380–392.
-
(2013)
Computers & Education
, vol.63
, pp. 380-392
-
-
Domínguez, A.1
Saenz-de-Navarrete, J.2
de-Marcos, L.3
Fernández-Sanz, L.4
Pagés, C.5
Martínez-Herráiz, J.-J.6
-
37
-
-
84866626350
-
Quality through flow and immersion: Gamifying crowdsourced relevance assessments
-
Eickhoff, C., Harris, C.G., de Vries, A.P., Srinivasan, P., Quality through flow and immersion: Gamifying crowdsourced relevance assessments. Proceedings of the 35th International ACM SIGIR Conference on Research and Development in InformaTion Retrieval (Portland, Oregon, USA, August 12–16, 2012), 2012, 871–880.
-
(2012)
Proceedings of the 35th International ACM SIGIR Conference on Research and Development in InformaTion Retrieval (Portland, Oregon, USA, August 12–16, 2012)
, pp. 871-880
-
-
Eickhoff, C.1
Harris, C.G.2
de Vries, A.P.3
Srinivasan, P.4
-
38
-
-
0028436343
-
Goal setting, achievement orientation, and intrinsic motivation: A mediational analysis
-
Elliot, A.J., Harackiewicz, J.M., Goal setting, achievement orientation, and intrinsic motivation: A mediational analysis. Journal of Personality and Social Psychology 66:5 (1994), 968–980.
-
(1994)
Journal of Personality and Social Psychology
, vol.66
, Issue.5
, pp. 968-980
-
-
Elliot, A.J.1
Harackiewicz, J.M.2
-
39
-
-
78449272886
-
Encouraging user participation in a course recommender system: An impact on user behavior
-
Farzan, R., Brusilovsky, P., Encouraging user participation in a course recommender system: An impact on user behavior. Computers in Human Behavior 27:1 (2011), 276–284.
-
(2011)
Computers in Human Behavior
, vol.27
, Issue.1
, pp. 276-284
-
-
Farzan, R.1
Brusilovsky, P.2
-
40
-
-
84859248470
-
When the experiment is over: Deploying an incentive system to all the users
-
Farzan, R., DiMicco, J.M., Millen, D.R., Brownholtz, B., Geyer, W., Dugan, C., When the experiment is over: Deploying an incentive system to all the users. Symposium on persuasive technology (Aberdeen, Scotland, April, 2008), 2008.
-
(2008)
Symposium on persuasive technology (Aberdeen, Scotland, April, 2008)
-
-
Farzan, R.1
DiMicco, J.M.2
Millen, D.R.3
Brownholtz, B.4
Geyer, W.5
Dugan, C.6
-
41
-
-
57649156144
-
Results from deploying a participation incentive mechanism within the enterprise
-
Farzan, R., DiMicco, J.M., Millen, D.R., Brownholtz, B., Geyer, W., Dugan, C., Results from deploying a participation incentive mechanism within the enterprise. Proceedings of the Twenty-Sixth Annual SIGCHI Conference on Human Factors in Computing Systems (Florence, Italy, April 5–10, 2008), 2008, 563–572.
-
(2008)
Proceedings of the Twenty-Sixth Annual SIGCHI Conference on Human Factors in Computing Systems (Florence, Italy, April 5–10, 2008)
, pp. 563-572
-
-
Farzan, R.1
DiMicco, J.M.2
Millen, D.R.3
Brownholtz, B.4
Geyer, W.5
Dugan, C.6
-
42
-
-
4644234910
-
A theory of social comparison processes
-
Festinger, L., A theory of social comparison processes. Human Relations 7:2 (1954), 117–140.
-
(1954)
Human Relations
, vol.7
, Issue.2
, pp. 117-140
-
-
Festinger, L.1
-
43
-
-
84897858187
-
A multilevel analysis of the effects of external rewards on elementary students’ motivation, engagement and learning in an educational game
-
Filsecker, M., Hickey, D.T., A multilevel analysis of the effects of external rewards on elementary students’ motivation, engagement and learning in an educational game. Computers & Education 75 (2014), 136–148.
-
(2014)
Computers & Education
, vol.75
, pp. 136-148
-
-
Filsecker, M.1
Hickey, D.T.2
-
45
-
-
0003551671
-
Belief, attitude, intention, and behavior: An introduction to the theory and research
-
Addison-Wesley Reading, MA
-
Fishbein, M., Ajzen, I., Belief, attitude, intention, and behavior: An introduction to the theory and research. 1975, Addison-Wesley, Reading, MA.
-
(1975)
-
-
Fishbein, M.1
Ajzen, I.2
-
46
-
-
76949098726
-
Age-related differences in outcome and process goal focus
-
Freund, A.M., Hennecke, M., Riediger, M., Age-related differences in outcome and process goal focus. The European Journal of Developmental Psychology 7:2 (2010), 198–222.
-
(2010)
The European Journal of Developmental Psychology
, vol.7
, Issue.2
, pp. 198-222
-
-
Freund, A.M.1
Hennecke, M.2
Riediger, M.3
-
47
-
-
84880687294
-
Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes [WWW document]
-
(Accessed 14th of February 2017)
-
Gartner, Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes [WWW document]. 2011 (Accessed 14th of February 2017) http://www.gartner.com/it/page.jsp?id=1629214.
-
(2011)
-
-
Gartner1
-
48
-
-
84876350744
-
Can we have fun @ work? The role of intrinsic motivation for utilitarian systems
-
Gerow, J.E., Ayyagari, R., Thatcher, J.B., Roth, P.L., Can we have fun @ work? The role of intrinsic motivation for utilitarian systems. European Journal of Information Systems 22:3 (2013), 360–380.
-
(2013)
European Journal of Information Systems
, vol.22
, Issue.3
, pp. 360-380
-
-
Gerow, J.E.1
Ayyagari, R.2
Thatcher, J.B.3
Roth, P.L.4
-
49
-
-
84964978193
-
Re-examining achievement goal instrumentation: Convergent validity of AGQ and PALS
-
Hackel, T.S., Jones, M.H., Carbonneau, K.J., Mueller, C.E., Re-examining achievement goal instrumentation: Convergent validity of AGQ and PALS. Contemporary Educational Psychology 46 (2016), 73–80.
-
(2016)
Contemporary Educational Psychology
, vol.46
, pp. 73-80
-
-
Hackel, T.S.1
Jones, M.H.2
Carbonneau, K.J.3
Mueller, C.E.4
-
50
-
-
84881110736
-
Empirical study on the effect of achievement badges in TRAKLA2 online learning environment
-
Hakulinen, L., Auvinen, T., Korhonen, A., Empirical study on the effect of achievement badges in TRAKLA2 online learning environment. Proceedings of Learning and Teaching in Computing and Engineering (LaTiCE) Conference (Macau, March 21–24, 2013), 2013, 47–54.
-
(2013)
Proceedings of Learning and Teaching in Computing and Engineering (LaTiCE) Conference (Macau, March 21–24, 2013)
, pp. 47-54
-
-
Hakulinen, L.1
Auvinen, T.2
Korhonen, A.3
-
51
-
-
84924590341
-
The effect of achievement badges on students’ behavior: An empirical study in a university-level computer science course
-
Hakulinen, L., Auvinen, T., Korhonen, A., The effect of achievement badges on students’ behavior: An empirical study in a university-level computer science course. International Journal of Emerging Technologies in Learning (iJET) 10:1 (2015), 18–29.
-
(2015)
International Journal of Emerging Technologies in Learning (iJET)
, vol.10
, Issue.1
, pp. 18-29
-
-
Hakulinen, L.1
Auvinen, T.2
Korhonen, A.3
-
52
-
-
84893276330
-
Measuring your Best you: A gamification framework for Well-being measurement
-
Hall, M., Glanz, S., Caton, S., Weinhardt, C., Measuring your Best you: A gamification framework for Well-being measurement. Proceedings of 2013 International Conference on Cloud and Green Computing (Karlsruhe, Germany, September 30-October 2, 2013), 2013, 277–282.
-
(2013)
Proceedings of 2013 International Conference on Cloud and Green Computing (Karlsruhe, Germany, September 30-October 2, 2013)
, pp. 277-282
-
-
Hall, M.1
Glanz, S.2
Caton, S.3
Weinhardt, C.4
-
53
-
-
85040920827
-
Gamification, quantified-self or social networking? Matching users’ goals with motivational technology
-
Hamari, J., Hassan, L., Dias, A., Gamification, quantified-self or social networking? Matching users’ goals with motivational technology. User Modelling and User-Adapted Interaction 28:1 (2018), 35–74.
-
(2018)
User Modelling and User-Adapted Interaction
, vol.28
, Issue.1
, pp. 35-74
-
-
Hamari, J.1
Hassan, L.2
Dias, A.3
-
54
-
-
84883135229
-
Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service
-
Hamari, J., Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research and Applications 12:4 (2013), 236–245.
-
(2013)
Electronic Commerce Research and Applications
, vol.12
, Issue.4
, pp. 236-245
-
-
Hamari, J.1
-
55
-
-
84961291905
-
Do badges increase user activity? A field experiment on effects of gamification
-
Hamari, J., Do badges increase user activity? A field experiment on effects of gamification. Computers in Human Behavior 71 (2017), 469–478.
-
(2017)
Computers in Human Behavior
, vol.71
, pp. 469-478
-
-
Hamari, J.1
-
56
-
-
84923217941
-
Why do people buy virtual goods? Attitude towards virtual good purchases versus game enjoyment
-
Hamari, J., Why do people buy virtual goods? Attitude towards virtual good purchases versus game enjoyment. International Journal of Information Management 35:3 (2015), 299–308.
-
(2015)
International Journal of Information Management
, vol.35
, Issue.3
, pp. 299-308
-
-
Hamari, J.1
-
57
-
-
84928488088
-
Gamification and economics
-
S.P. Walz S. Deterding MIT Press Cambridge, MA
-
Hamari, J., Huotari, K., Tolvanen, J., Gamification and economics. Walz, S.P., Deterding, S., (eds.) The gameful world: Approaches, issues, applications, 2015, MIT Press, Cambridge, MA, 139–161.
-
(2015)
The gameful world: Approaches, issues, applications
, pp. 139-161
-
-
Hamari, J.1
Huotari, K.2
Tolvanen, J.3
-
58
-
-
85010209013
-
Why do people play games? A meta-analysis
-
Hamari, J., Keronen, L., Why do people play games? A meta-analysis. International Journal of Information Management 37:3 (2017), 125–141.
-
(2017)
International Journal of Information Management
, vol.37
, Issue.3
, pp. 125-141
-
-
Hamari, J.1
Keronen, L.2
-
59
-
-
84928503372
-
Working out for likes”: An empirical study on social influence in exercise gamification
-
Hamari, J., Koivisto, J., Working out for likes”: An empirical study on social influence in exercise gamification. Computers in Human Behavior 50 (2015), 333–347.
-
(2015)
Computers in Human Behavior
, vol.50
, pp. 333-347
-
-
Hamari, J.1
Koivisto, J.2
-
60
-
-
84928481593
-
Why do people use gamification services?
-
Hamari, J., Koivisto, J., Why do people use gamification services?. International Journal of Information Management 35:4 (2015), 419–431.
-
(2015)
International Journal of Information Management
, vol.35
, Issue.4
, pp. 419-431
-
-
Hamari, J.1
Koivisto, J.2
-
61
-
-
84902291971
-
Does gamification work? – A literature review of empirical studies on gamification
-
Hamari, J., Koivisto, J., Sarsa, H., Does gamification work? – A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences (Hawaii, USA, JanUary 6–9, 2014), 2014, 3025–3034.
-
(2014)
Proceedings of the 47th Hawaii International Conference on System Sciences (Hawaii, USA, JanUary 6–9, 2014)
, pp. 3025-3034
-
-
Hamari, J.1
Koivisto, J.2
Sarsa, H.3
-
62
-
-
84897406272
-
Player types: A meta-synthesis
-
Hamari, J., Tuunanen, J., Player types: A meta-synthesis. Transactions of the Digital Games Research Association 1:2 (2014), 29–53.
-
(2014)
Transactions of the Digital Games Research Association
, vol.1
, Issue.2
, pp. 29-53
-
-
Hamari, J.1
Tuunanen, J.2
-
63
-
-
84907546295
-
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
-
Hanus, M.D., Fox, J., Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education 80 (2015), 152–161.
-
(2015)
Computers & Education
, vol.80
, pp. 152-161
-
-
Hanus, M.D.1
Fox, J.2
-
64
-
-
85083055172
-
Gamification of e-participation: A literature review
-
Hassan, L., Hamari, J., Gamification of e-participation: A literature review. Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS), (Hawaii, USA, January 8–11, 2019), 2019.
-
(2019)
Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS), (Hawaii, USA, January 8–11, 2019)
-
-
Hassan, L.1
Hamari, J.2
-
65
-
-
84879856676
-
Gamification of ERP systems - exploring gamification effects on user acceptance constructs, in Multikonferenz Wirtschaftsinformatik 2012: Tagungsband der MKWI 2012
-
Gito Verlag Berlin
-
Herzig, P., Strahringer, S., Ameling, M., Gamification of ERP systems - exploring gamification effects on user acceptance constructs, in Multikonferenz Wirtschaftsinformatik 2012: Tagungsband der MKWI 2012. 2012, Gito Verlag, Berlin, 599–612.
-
(2012)
, pp. 599-612
-
-
Herzig, P.1
Strahringer, S.2
Ameling, M.3
-
66
-
-
84862296253
-
A glorious and not-so-Short history of the information systems field
-
Article 5
-
Hirschheim, R., Klein, H.K., A glorious and not-so-Short history of the information systems field. Journal of the Association for Information Systems, 13(4), 2012 Article 5.
-
(2012)
Journal of the Association for Information Systems
, vol.13
, Issue.4
-
-
Hirschheim, R.1
Klein, H.K.2
-
67
-
-
0002020889
-
Hedonic consumption: Emerging concepts, methods and propositions
-
Hirschman, E.C., Holbrook, M.B., Hedonic consumption: Emerging concepts, methods and propositions. Journal of Marketing 46 (1982), 92–101.
-
(1982)
Journal of Marketing
, vol.46
, pp. 92-101
-
-
Hirschman, E.C.1
Holbrook, M.B.2
-
68
-
-
85032288169
-
Impact of online gamers’ personality traits on interdependence, network convergence, and continuance intention: Perspective of social exchange theory
-
Huang, H.-C., Cheng, T.C.E., Huang, W.-F., Teng, C.-I., Impact of online gamers’ personality traits on interdependence, network convergence, and continuance intention: Perspective of social exchange theory. International Journal of Information Management 38:1 (2018), 232–242.
-
(2018)
International Journal of Information Management
, vol.38
, Issue.1
, pp. 232-242
-
-
Huang, H.-C.1
Cheng, T.C.E.2
Huang, W.-F.3
Teng, C.-I.4
-
69
-
-
0003924345
-
Homo ludens: A study of the play element in culture
-
Beacon Press Boston, MA
-
Huizinga, J., Homo ludens: A study of the play element in culture. 1955, Beacon Press, Boston, MA.
-
(1955)
-
-
Huizinga, J.1
-
70
-
-
84870497573
-
Defining gamification – A service marketing perspective
-
Huotari, K., Hamari, J., Defining gamification – A service marketing perspective. Proceedings of the 16th International Academic MindTrek Conference (Tampere, Finland, 3–5 October, 2012), 2012, 17–22.
-
(2012)
Proceedings of the 16th International Academic MindTrek Conference (Tampere, Finland, 3–5 October, 2012)
, pp. 17-22
-
-
Huotari, K.1
Hamari, J.2
-
71
-
-
84954436369
-
A definition for gamification: Anchoring gamification in the service marketing literature
-
Huotari, K., Hamari, J., A definition for gamification: Anchoring gamification in the service marketing literature. Electronic Markets 27:1 (2017), 21–31.
-
(2017)
Electronic Markets
, vol.27
, Issue.1
, pp. 21-31
-
-
Huotari, K.1
Hamari, J.2
-
72
-
-
85056825451
-
Everyone's a gamer – IEEE experts predict gaming will be integrated into more than 85 percent of daily tasks by 2020 [WWW document]
-
(Accessed 14th of February 2017)
-
IEEE, Everyone's a gamer – IEEE experts predict gaming will be integrated into more than 85 percent of daily tasks by 2020 [WWW document]. 2014 (Accessed 14th of February 2017) http://www.ieee.org/about/news/2014/25_feb_2014.html.
-
(2014)
-
-
IEEE1
-
73
-
-
84909594574
-
Quizz: Targeted crowdsourcing with a billion (potential) users
-
Ipeirotis, P.G., Gabrilovich, E., Quizz: Targeted crowdsourcing with a billion (potential) users. Proceedings of WWW’ 14 (Seoul, Korea, April 7–11, 2014), 2014, 143–154.
-
(2014)
Proceedings of WWW’ 14 (Seoul, Korea, April 7–11, 2014)
, pp. 143-154
-
-
Ipeirotis, P.G.1
Gabrilovich, E.2
-
74
-
-
84921899420
-
The FIT game: Preliminary evaluation of a gamification approach to increasing fruit and vegetable consumption in school
-
Jones, B.A., Madden, G.J., Wengreen, H.J., The FIT game: Preliminary evaluation of a gamification approach to increasing fruit and vegetable consumption in school. Preventive Medicine 68 (2014), 76–79.
-
(2014)
Preventive Medicine
, vol.68
, pp. 76-79
-
-
Jones, B.A.1
Madden, G.J.2
Wengreen, H.J.3
-
75
-
-
79959469332
-
At least nine ways to play: Approaching gamer mentalities
-
1555412010391089
-
Kallio, K.P., Mäyrä F., Kaipainen, K., At least nine ways to play: Approaching gamer mentalities. Games and Culture, 2010 1555412010391089.
-
(2010)
Games and Culture
-
-
Kallio, K.P.1
Mäyrä, F.2
Kaipainen, K.3
-
76
-
-
84897395804
-
Demographic differences in perceived benefits from gamification
-
Koivisto, J., Hamari, J., Demographic differences in perceived benefits from gamification. Computers in Human Behavior 35 (2014), 179–188.
-
(2014)
Computers in Human Behavior
, vol.35
, pp. 179-188
-
-
Koivisto, J.1
Hamari, J.2
-
77
-
-
84926506339
-
Developing a theory of gamified learning: Linking serious games and gamification of learning
-
Landers, R.N., Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming 45 (2015), 752–768.
-
(2015)
Simulation & Gaming
, vol.45
, pp. 752-768
-
-
Landers, R.N.1
-
78
-
-
84982789663
-
Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model
-
Landers, R.N., Armstrong, M.B., Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model. Computers in Human Behavior, 2015.
-
(2015)
Computers in Human Behavior
-
-
Landers, R.N.1
Armstrong, M.B.2
-
79
-
-
85014765000
-
Gamification of task performance with leaderboards: A goal setting experiment
-
Landers, R.N., Bauer, K.N., Callan, R.C., Gamification of task performance with leaderboards: A goal setting experiment. Computers in Human Behavior, 2015.
-
(2015)
Computers in Human Behavior
-
-
Landers, R.N.1
Bauer, K.N.2
Callan, R.C.3
-
80
-
-
84926486165
-
An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance
-
Landers, R.N., Landers, A.K., An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation & Gaming 45:6 (2015), 769–785.
-
(2015)
Simulation & Gaming
, vol.45
, Issue.6
, pp. 769-785
-
-
Landers, R.N.1
Landers, A.K.2
-
81
-
-
84900395021
-
ZWERM: A modular component network approach for an urban participation game
-
Laureyssens, T., Coenen, T., Claeys, L., Mechant, P., Criel, J., Vande Moere, A., ZWERM: A modular component network approach for an urban participation game. Proceedings of the 32nd Annual ACM Conference on Human Factors in Computing Systems - CHI’ 14 (Toronto, ON, Canada, April 26-May 1, 2014), 2014, 3259–3268.
-
(2014)
Proceedings of the 32nd Annual ACM Conference on Human Factors in Computing Systems - CHI’ 14 (Toronto, ON, Canada, April 26-May 1, 2014)
, pp. 3259-3268
-
-
Laureyssens, T.1
Coenen, T.2
Claeys, L.3
Mechant, P.4
Criel, J.5
Vande Moere, A.6
-
82
-
-
84883474541
-
GREENIFY: A real world action game for climate change education
-
Lee, J.J., Ceyhan, P., Jordan-Cooley, W., Sung, W., GREENIFY: A real world action game for climate change education. Simulation & Gaming 44:2–3 (2013), 349–365.
-
(2013)
Simulation & Gaming
, vol.44
, Issue.2-3
, pp. 349-365
-
-
Lee, J.J.1
Ceyhan, P.2
Jordan-Cooley, W.3
Sung, W.4
-
83
-
-
85028717024
-
Towards meaningful engagement: A framework for design and research of gamified information systems
-
Liu, D., Santhanam, R., Webster, J., Towards meaningful engagement: A framework for design and research of gamified information systems. MIS Quarterly 41:4 (2017), 1011–1034.
-
(2017)
MIS Quarterly
, vol.41
, Issue.4
, pp. 1011-1034
-
-
Liu, D.1
Santhanam, R.2
Webster, J.3
-
84
-
-
84873951967
-
Digital games and beyond? What happens when player compete?
-
Liu, D., Xun, L., Santhanam, R., Digital games and beyond? What happens when player compete?. MIS Quarterly 37:1 (2013), 111–124.
-
(2013)
MIS Quarterly
, vol.37
, Issue.1
, pp. 111-124
-
-
Liu, D.1
Xun, L.2
Santhanam, R.3
-
85
-
-
84870885674
-
Building a practically useful theory of goal setting and task motivation: A 35-year odyssey
-
Locke, E.A., Latham, G.P., Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. The American Psychologist 57:9 (2002), 705–717.
-
(2002)
The American Psychologist
, vol.57
, Issue.9
, pp. 705-717
-
-
Locke, E.A.1
Latham, G.P.2
-
86
-
-
84958530394
-
Gamification of joint student/system control over problem selection in a linear equation tutor
-
Long, Y., Aleven, V., Gamification of joint student/system control over problem selection in a linear equation tutor. Proceedings of the 12th International Conference on Intelligent Tutoring Systems, (Honolulu, HI, USA, June 5-9, 2014), 2014, 378–387.
-
(2014)
Proceedings of the 12th International Conference on Intelligent Tutoring Systems, (Honolulu, HI, USA, June 5-9, 2014)
, pp. 378-387
-
-
Long, Y.1
Aleven, V.2
-
87
-
-
84905837140
-
Gamification is all about fun: The role of incentive type and community collaboration
-
Lounis, S., Pramatari, K., Theotokis, A., Gamification is all about fun: The role of incentive type and community collaboration. Proceedings of ECIS 2014 (Tel Aviv, Israel, June 9–11, 2014), 2014, 1–14.
-
(2014)
Proceedings of ECIS 2014 (Tel Aviv, Israel, June 9–11, 2014)
, pp. 1-14
-
-
Lounis, S.1
Pramatari, K.2
Theotokis, A.3
-
88
-
-
84875548879
-
Goal-setting theory of motivation
-
Lunenburg, F.C., Goal-setting theory of motivation. International Journal of Management, Business, and Administration, 15(1), 2011.
-
(2011)
International Journal of Management, Business, and Administration
, vol.15
, Issue.1
-
-
Lunenburg, F.C.1
-
89
-
-
85053051483
-
Gamification of education and learning: A review of empirical literature
-
Majuri, J., Koivisto, J., Hamari, J., Gamification of education and learning: A review of empirical literature. Proceedings of the 2nd International GamiFIN conference, (Pori, Finland, May 21-23, 2018), 2018, 11–19.
-
(2018)
Proceedings of the 2nd International GamiFIN conference, (Pori, Finland, May 21-23, 2018)
, pp. 11-19
-
-
Majuri, J.1
Koivisto, J.2
Hamari, J.3
-
90
-
-
42149166391
-
Beyond play: A new approach to games
-
Malaby, T.M., Beyond play: A new approach to games. Games and Culture 2:2 (2007), 95–113.
-
(2007)
Games and Culture
, vol.2
, Issue.2
, pp. 95-113
-
-
Malaby, T.M.1
-
91
-
-
84880989630
-
Self-regulation of health behavior: Social psychological approaches to goal setting and goal striving
-
Mann, T., De Ridder, D., Fujita, K., Self-regulation of health behavior: Social psychological approaches to goal setting and goal striving. Health Psychology 32:5 (2013), 487–498.
-
(2013)
Health Psychology
, vol.32
, Issue.5
, pp. 487-498
-
-
Mann, T.1
De Ridder, D.2
Fujita, K.3
-
92
-
-
84905457954
-
Do points, levels and leaderboards harm intrinsic motivation?
-
Mekler, E.D., Brühlmann, F., Opwis, K., Tuch, A.N., Do points, levels and leaderboards harm intrinsic motivation?. Proceedings of the First International Conference on Gameful Design, Research, and Applications - Gamification ’13, (Stratford, Ontario, Canada, October 2-4, 2013), 2013, 66–73.
-
(2013)
Proceedings of the First International Conference on Gameful Design, Research, and Applications - Gamification ’13, (Stratford, Ontario, Canada, October 2-4, 2013)
, pp. 66-73
-
-
Mekler, E.D.1
Brühlmann, F.2
Opwis, K.3
Tuch, A.N.4
-
93
-
-
85019450283
-
Towards understanding the effects of individual gamification elements on intrinsic motivation and performance
-
Mekler, E.D., Brühlmann, F., Tuch, A.N., Opwis, K., Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 2015.
-
(2015)
Computers in Human Behavior
-
-
Mekler, E.D.1
Brühlmann, F.2
Tuch, A.N.3
Opwis, K.4
-
94
-
-
0000430606
-
Extending the TAM for a world-wide-Web context
-
Moon, J.-W., Kim, Y.-G., Extending the TAM for a world-wide-Web context. Information & Management 38:4 (2001), 217–230.
-
(2001)
Information & Management
, vol.38
, Issue.4
, pp. 217-230
-
-
Moon, J.-W.1
Kim, Y.-G.2
-
95
-
-
84975485959
-
Gamification in crowdsourcing: A review
-
Morschheuser, B., Hamari, J., Koivisto, J., Gamification in crowdsourcing: A review. Proceedings of the 49th Annual Hawaii International Conference on System Sciences (HICSS) (Hawaii, USA, January 5-8, 2016), 2016, 4375–4384.
-
(2016)
Proceedings of the 49th Annual Hawaii International Conference on System Sciences (HICSS) (Hawaii, USA, January 5-8, 2016)
, pp. 4375-4384
-
-
Morschheuser, B.1
Hamari, J.2
Koivisto, J.3
-
96
-
-
85065809683
-
Cooperation or competition–When do people contribute more? A field experiment on gamification of crowdsourcing
-
Morschheuser, B., Hamari, J., Maedche, A., Cooperation or competition–When do people contribute more? A field experiment on gamification of crowdsourcing. International Journal of Human-Computer Studies, 2018.
-
(2018)
International Journal of Human-Computer Studies
-
-
Morschheuser, B.1
Hamari, J.2
Maedche, A.3
-
97
-
-
85035150495
-
How to design gamification? A method for engineering gamified software
-
Morschheuser, B., Hassan, L., Werder, K., Hamari, J., How to design gamification? A method for engineering gamified software. Information & Software Technology 95 (2018), 219–237.
-
(2018)
Information & Software Technology
, vol.95
, pp. 219-237
-
-
Morschheuser, B.1
Hassan, L.2
Werder, K.3
Hamari, J.4
-
98
-
-
85019568466
-
Gamified crowdsourcing: Conceptualization, literature review, and future agenda
-
Morschheuser, B., Hamari, J., Koivisto, J., Maedche, A., Gamified crowdsourcing: Conceptualization, literature review, and future agenda. International Journal of Human-computer Studies 106 (2017), 26–43.
-
(2017)
International Journal of Human-computer Studies
, vol.106
, pp. 26-43
-
-
Morschheuser, B.1
Hamari, J.2
Koivisto, J.3
Maedche, A.4
-
99
-
-
84902214039
-
Does a contextualized theory of planned behavior explain why teenagers stay in virtual worlds?
-
Mäntymäki, M., Merikivi, J., Verhagen, T., Feldberg, F., Rajala, R., Does a contextualized theory of planned behavior explain why teenagers stay in virtual worlds?. International Journal of Information Management 34:5 (2014), 567–576.
-
(2014)
International Journal of Information Management
, vol.34
, Issue.5
, pp. 567-576
-
-
Mäntymäki, M.1
Merikivi, J.2
Verhagen, T.3
Feldberg, F.4
Rajala, R.5
-
100
-
-
84892717624
-
Digital natives in social virtual worlds: A multi-method study of gratifications and social influences in Habbo Hotel
-
Mäntymäki, M., Riemer, K., Digital natives in social virtual worlds: A multi-method study of gratifications and social influences in Habbo Hotel. International Journal of Information Management 34:2 (2014), 210–220.
-
(2014)
International Journal of Information Management
, vol.34
, Issue.2
, pp. 210-220
-
-
Mäntymäki, M.1
Riemer, K.2
-
101
-
-
84872107446
-
Purchasing behavior in social virtual worlds: An examination of Habbo Hotel
-
Mäntymäki, M., Salo, J., Purchasing behavior in social virtual worlds: An examination of Habbo Hotel. International Journal of Information Management 33:2 (2013), 282–290.
-
(2013)
International Journal of Information Management
, vol.33
, Issue.2
, pp. 282-290
-
-
Mäntymäki, M.1
Salo, J.2
-
102
-
-
84910611812
-
Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption
-
Mäntymäki, M., Salo, J., Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption. International Journal of Information Management 35:1 (2015), 124–134.
-
(2015)
International Journal of Information Management
, vol.35
, Issue.1
, pp. 124-134
-
-
Mäntymäki, M.1
Salo, J.2
-
103
-
-
84950251251
-
Introduction to game studies: Games in culture
-
Sage Publications London & NY
-
Mäyrä F., Introduction to game studies: Games in culture. 2008, Sage Publications, London & NY.
-
(2008)
-
-
Mäyrä, F.1
-
104
-
-
85048502861
-
Online learning: Adoption, continuance, and learning outcome—A review of literature
-
Panigrahi, R., Srivastava, P.R., Sharma, D., Online learning: Adoption, continuance, and learning outcome—A review of literature. International Journal of Information Management 43 (2018), 1–14.
-
(2018)
International Journal of Information Management
, vol.43
, pp. 1-14
-
-
Panigrahi, R.1
Srivastava, P.R.2
Sharma, D.3
-
105
-
-
84922268393
-
Synthesizing information systems knowledge: A typology of literature reviews
-
Paré G., Trudel, M.C., Jaana, M., Kitsiou, S., Synthesizing information systems knowledge: A typology of literature reviews. Information & Management 52:2 (2015), 183–199.
-
(2015)
Information & Management
, vol.52
, Issue.2
, pp. 183-199
-
-
Paré, G.1
Trudel, M.C.2
Jaana, M.3
Kitsiou, S.4
-
106
-
-
84969706204
-
VR-based gamification of communication training and oral examination in a second language
-
Reitz, L., Sohny, A., Lochmann, G., VR-based gamification of communication training and oral examination in a second language. International Journal of Game-Based Learning 6:2 (2016), 46–61.
-
(2016)
International Journal of Game-Based Learning
, vol.6
, Issue.2
, pp. 46-61
-
-
Reitz, L.1
Sohny, A.2
Lochmann, G.3
-
107
-
-
85181408540
-
Glued to games: How video games draw us in and hold us spellbound
-
Praeger Santa Barbara, CA
-
Rigby, S., Ryan, R.M., Glued to games: How video games draw us in and hold us spellbound. 2011, Praeger, Santa Barbara, CA.
-
(2011)
-
-
Rigby, S.1
Ryan, R.M.2
-
108
-
-
84907481059
-
Interactive sections of an internet-based intervention increase empowerment of chronic back pain patients: Randomized controlled trial
-
Riva, S., Camerini, A.L., Allam, A., Schulz, P.J., Interactive sections of an internet-based intervention increase empowerment of chronic back pain patients: Randomized controlled trial. Journal of Medical Internet Research, 16(8), 2014.
-
(2014)
Journal of Medical Internet Research
, vol.16
, Issue.8
-
-
Riva, S.1
Camerini, A.L.2
Allam, A.3
Schulz, P.J.4
-
109
-
-
85043751872
-
Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being
-
Ryan, R.M., Deci, E.L., Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. The American Psychologist 55:1 (2000), 68–78.
-
(2000)
The American Psychologist
, vol.55
, Issue.1
, pp. 68-78
-
-
Ryan, R.M.1
Deci, E.L.2
-
110
-
-
33845628973
-
The motivational pull of video games: A self-determination theory approach
-
Ryan, R.M., Rigby, C.S., Przybylski, A., The motivational pull of video games: A self-determination theory approach. Motivation and Emotion 30:4 (2006), 344–360.
-
(2006)
Motivation and Emotion
, vol.30
, Issue.4
, pp. 344-360
-
-
Ryan, R.M.1
Rigby, C.S.2
Przybylski, A.3
-
111
-
-
84875536996
-
eParticipation in practice in Europe: The case of “puzzled by policy: Helping you Be part of EU”
-
Sanchez-Nielsen, E., Lee, D., eParticipation in practice in Europe: The case of “puzzled by policy: Helping you Be part of EU”. Proceedings of the 46th Annual Hawaii International Conference on System Sciences (HICSS) (Hawaii, USA, January 7-10, 2013, 2013, 1870–1879.
-
(2013)
Proceedings of the 46th Annual Hawaii International Conference on System Sciences (HICSS) (Hawaii, USA, January 7-10, 2013
, pp. 1870-1879
-
-
Sanchez-Nielsen, E.1
Lee, D.2
-
112
-
-
84976878551
-
Research note - gamification of technology-mediated training: Not all competitions are the same
-
Santhanam, R., Liu, D., Shen, W.C.M., Research note - gamification of technology-mediated training: Not all competitions are the same. Information Systems Research 27:2 (2016), 453–465.
-
(2016)
Information Systems Research
, vol.27
, Issue.2
, pp. 453-465
-
-
Santhanam, R.1
Liu, D.2
Shen, W.C.M.3
-
113
-
-
84919934101
-
Beyond the “core-gamer”: Genre preferences and gratifications in computer games
-
Scharkow, M., Festl, R., Vogelgesang, J., Quandt, T., Beyond the “core-gamer”: Genre preferences and gratifications in computer games. Computers in Human Behavior 44 (2015), 293–298.
-
(2015)
Computers in Human Behavior
, vol.44
, pp. 293-298
-
-
Scharkow, M.1
Festl, R.2
Vogelgesang, J.3
Quandt, T.4
-
115
-
-
84860682350
-
Tracing the evolution of HCI patterns as an interaction design tool
-
Seffah, A., Taleb, M., Tracing the evolution of HCI patterns as an interaction design tool. Innovations in Systems and Software Engineering 8:2 (2012), 93–109.
-
(2012)
Innovations in Systems and Software Engineering
, vol.8
, Issue.2
, pp. 93-109
-
-
Seffah, A.1
Taleb, M.2
-
116
-
-
84863199750
-
A social gamification framework for a K-6 learning platform
-
Simões, J., Díaz Redondo, R., Fernández Vilas, A., A social gamification framework for a K-6 learning platform. Computers in Human Behavior 29:2 (2013), 345–353.
-
(2013)
Computers in Human Behavior
, vol.29
, Issue.2
, pp. 345-353
-
-
Simões, J.1
Díaz Redondo, R.2
Fernández Vilas, A.3
-
117
-
-
36849017848
-
Causal relationships between perceived enjoyment and perceived ease of use: An alternative approach
-
Sun, H., Zhang, P., Causal relationships between perceived enjoyment and perceived ease of use: An alternative approach. Journal of the Association for Information Systems 7:9 (2006), 618–645.
-
(2006)
Journal of the Association for Information Systems
, vol.7
, Issue.9
, pp. 618-645
-
-
Sun, H.1
Zhang, P.2
-
118
-
-
84964319443
-
Exploring the quantum speed limit with computer games
-
Sørensen, J.J.W., Pedersen, M.K., Munch, M., Haikka, P., Jensen, J.H., Planke, T., Andreasen, M.G., Gajdacz, M., Mølmer, K., Lieberoth, A., Sherson, J.F., Exploring the quantum speed limit with computer games. Nature 532 (2016), 210–213.
-
(2016)
Nature
, vol.532
, pp. 210-213
-
-
Sørensen, J.J.W.1
Pedersen, M.K.2
Munch, M.3
Haikka, P.4
Jensen, J.H.5
Planke, T.6
Andreasen, M.G.7
Gajdacz, M.8
Mølmer, K.9
Lieberoth, A.10
Sherson, J.F.11
-
119
-
-
85047142892
-
How younger elderly realize usefulness of cognitive training video games to maintain their independent living
-
Talaei-Khoei, A., Daniel, J., How younger elderly realize usefulness of cognitive training video games to maintain their independent living. International Journal of Information Management 42 (2018), 1–12.
-
(2018)
International Journal of Information Management
, vol.42
, pp. 1-12
-
-
Talaei-Khoei, A.1
Daniel, J.2
-
120
-
-
84877894183
-
The art of videogames
-
Wiley-Blackwell Malden, MA
-
Tavinor, G., The art of videogames. 2009, Wiley-Blackwell, Malden, MA.
-
(2009)
-
-
Tavinor, G.1
-
121
-
-
85021446582
-
Impact of avatar identification on online gamer loyalty: Perspectives of social identity and social capital theories
-
Teng, C.-I., Impact of avatar identification on online gamer loyalty: Perspectives of social identity and social capital theories. International Journal of Information Management 37:6 (2017), 601–610.
-
(2017)
International Journal of Information Management
, vol.37
, Issue.6
, pp. 601-610
-
-
Teng, C.-I.1
-
122
-
-
84893744233
-
Team participation and online gamer loyalty
-
Teng, C.I., Chen, W.W., Team participation and online gamer loyalty. Electronic Commerce Research and Applications 13:1 (2014), 24–31.
-
(2014)
Electronic Commerce Research and Applications
, vol.13
, Issue.1
, pp. 24-31
-
-
Teng, C.I.1
Chen, W.W.2
-
123
-
-
84877941244
-
The gamification of advertising: Analysis and research directions of in-game advertising, advergames, and advertising in social network games
-
Terlutter, R., Capella, M.L., The gamification of advertising: Analysis and research directions of in-game advertising, advergames, and advertising in social network games. Journal of Advertising 42:2-3 (2013), 95–112.
-
(2013)
Journal of Advertising
, vol.42
, Issue.2-3
, pp. 95-112
-
-
Terlutter, R.1
Capella, M.L.2
-
124
-
-
84858224540
-
Removing gamification from an enterprise SNS, in proceedings of the ACM 2012 conference on Computer Supported Cooperative Work (Seattle, Washington, USA, February 11–15, 2012)
-
Thom, J., Millen, D., DiMicco, J., Removing gamification from an enterprise SNS, in proceedings of the ACM 2012 conference on Computer Supported Cooperative Work (Seattle, Washington, USA, February 11–15, 2012). 2012, 1067–1070.
-
(2012)
, pp. 1067-1070
-
-
Thom, J.1
Millen, D.2
DiMicco, J.3
-
125
-
-
84918787894
-
Designing for reportability: Sustainable gamification, public engagement, and promoting environmental debate
-
Tolmie, P., Chamberlain, A., Benford, S., Designing for reportability: Sustainable gamification, public engagement, and promoting environmental debate. Personal and Ubiquitous Computing 18:7 (2014), 1763–1774.
-
(2014)
Personal and Ubiquitous Computing
, vol.18
, Issue.7
, pp. 1763-1774
-
-
Tolmie, P.1
Chamberlain, A.2
Benford, S.3
-
126
-
-
0003681067
-
The importance of us: A philosophy study of basic social notions
-
Stanford University Press Stanford, CA
-
Tuomela, R., The importance of us: A philosophy study of basic social notions. 1995, Stanford University Press, Stanford, CA.
-
(1995)
-
-
Tuomela, R.1
-
127
-
-
9744271731
-
User acceptance of hedonic information systems
-
van der Heijden, H., User acceptance of hedonic information systems. MIS Quarterly 28:4 (2004), 695–704.
-
(2004)
MIS Quarterly
, vol.28
, Issue.4
, pp. 695-704
-
-
van der Heijden, H.1
-
128
-
-
0001577559
-
Creation of favorable user perceptions: Exploring the role of intrinsic motivation
-
Venkatesh, V., Creation of favorable user perceptions: Exploring the role of intrinsic motivation. MIS Quarterly 23:2 (1999), 239–260.
-
(1999)
MIS Quarterly
, vol.23
, Issue.2
, pp. 239-260
-
-
Venkatesh, V.1
-
129
-
-
85014727157
-
Computer games and organization studies
-
Vesa, M., Hamari, J., Harviainen, J.T., Warmelink, H., Computer games and organization studies. Organization Studies 38:2 (2017), 273–284.
-
(2017)
Organization Studies
, vol.38
, Issue.2
, pp. 273-284
-
-
Vesa, M.1
Hamari, J.2
Harviainen, J.T.3
Warmelink, H.4
-
130
-
-
84911484058
-
Enhancing creativity in group collaboration: How performance targets and feedback shape perceptions and idea generation performance
-
Wang, X., Schneider, C., Valacich, J.S., Enhancing creativity in group collaboration: How performance targets and feedback shape perceptions and idea generation performance. Computers in Human Behavior 42 (2015), 187–195.
-
(2015)
Computers in Human Behavior
, vol.42
, pp. 187-195
-
-
Wang, X.1
Schneider, C.2
Valacich, J.S.3
-
131
-
-
85076197604
-
Gamification of production and logistics operations: Status quo and future directions
-
Warmelink, H., Koivisto, J., Mayer, I., Vesa, M., Hamari, J., Gamification of production and logistics operations: Status quo and future directions. Journal of Business Research, 2018 https://www.sciencedirect.com/science/article/pii/S0148296318304594.
-
(2018)
Journal of Business Research
-
-
Warmelink, H.1
Koivisto, J.2
Mayer, I.3
Vesa, M.4
Hamari, J.5
-
132
-
-
84905501967
-
The design and evaluation of a classroom exergame
-
Watson, D., Mandryk, R.L., Stanley, K.G., The design and evaluation of a classroom exergame. Proceedings of Gamification’ 13 (Stratford, ON, Canada, October 02–04, 2013), 2013, 34–41.
-
(2013)
Proceedings of Gamification’ 13 (Stratford, ON, Canada, October 02–04, 2013)
, pp. 34-41
-
-
Watson, D.1
Mandryk, R.L.2
Stanley, K.G.3
-
133
-
-
0000720688
-
Microcomputer playfulness: Development of a measure with workplace implications
-
Webster, J., Martocchio, J.J., Microcomputer playfulness: Development of a measure with workplace implications. MIS Quarterly 16:2 (1992), 201–226.
-
(1992)
MIS Quarterly
, vol.16
, Issue.2
, pp. 201-226
-
-
Webster, J.1
Martocchio, J.J.2
-
134
-
-
0012903874
-
Analyzing the past to prepare for the future: Writing a literature review
-
Webster, J., Watson, R.T., Analyzing the past to prepare for the future: Writing a literature review. MIS Quarterly 26:2 (2002), xiii–xxiii.
-
(2002)
MIS Quarterly
, vol.26
, Issue.2
, pp. xiii-xxiii
-
-
Webster, J.1
Watson, R.T.2
-
135
-
-
71949094515
-
Looking for gender: Gender roles and behaviors among online gamers
-
Williams, D., Consalvo, M., Caplan, S., Yee, N., Looking for gender: Gender roles and behaviors among online gamers. The Journal of Communication 59:4 (2009), 700–725.
-
(2009)
The Journal of Communication
, vol.59
, Issue.4
, pp. 700-725
-
-
Williams, D.1
Consalvo, M.2
Caplan, S.3
Yee, N.4
-
136
-
-
51149105247
-
Who plays, how much, and why? Debunking the stereotypical gamer profile
-
Williams, D., Yee, N., Caplan, S.E., Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication 13:4 (2008), 993–1018.
-
(2008)
Journal of Computer-Mediated Communication
, vol.13
, Issue.4
, pp. 993-1018
-
-
Williams, D.1
Yee, N.2
Caplan, S.E.3
-
137
-
-
84875483610
-
Effects of extrinsic and intrinsic motivators on using utilitarian, hedonic, and dual-purposed information systems: A meta-analysis
-
Wu, J., Lu, X., Effects of extrinsic and intrinsic motivators on using utilitarian, hedonic, and dual-purposed information systems: A meta-analysis. Journal of the Association for Information Systems 14:3 (2013), 153–191.
-
(2013)
Journal of the Association for Information Systems
, vol.14
, Issue.3
, pp. 153-191
-
-
Wu, J.1
Lu, X.2
-
138
-
-
85059307297
-
The relationship between gamification, brand engagement and brand equity
-
Xi, N., Hamari, J., The relationship between gamification, brand engagement and brand equity. Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS), (Hawaii, USA, January 8-11, 2019), 2019.
-
(2019)
Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS), (Hawaii, USA, January 8-11, 2019)
-
-
Xi, N.1
Hamari, J.2
-
139
-
-
84962068249
-
Virtual reality gaming in the rehabilitation of the upper extremities post-stroke
-
Yates, M., Kelemen, A., Sik Lanyi, C., Virtual reality gaming in the rehabilitation of the upper extremities post-stroke. Brain Injury 30:7 (2016), 855–863.
-
(2016)
Brain Injury
, vol.30
, Issue.7
, pp. 855-863
-
-
Yates, M.1
Kelemen, A.2
Sik Lanyi, C.3
-
140
-
-
33847739415
-
Motivations for play in online games
-
Yee, N., Motivations for play in online games. CyberPsychology & Behavior 9:6 (2006), 772–775.
-
(2006)
CyberPsychology & Behavior
, vol.9
, Issue.6
, pp. 772-775
-
-
Yee, N.1
-
141
-
-
68349133682
-
Towards an ontological language for game analysis
-
3e14
-
Zagal, J.P., Mateas, M., Fernandez-Vara, C., Hochhalter, B., Lichti, N., Towards an ontological language for game analysis. Proceedings of International DiGRA Conference: Changing Views - Worlds in Play (Vancouver, Canada, June 16–20, 2005), 2005 3e14.
-
(2005)
Proceedings of International DiGRA Conference: Changing Views - Worlds in Play (Vancouver, Canada, June 16–20, 2005)
-
-
Zagal, J.P.1
Mateas, M.2
Fernandez-Vara, C.3
Hochhalter, B.4
Lichti, N.5
|