The DOI matches its Crossref record; 38 of the 39 references it cites were found in a registry or an index.
Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training
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“For example, by analysing data from 385 college students, Landers and Callan(2011) demonstrated that game- based elements in online courses could significantly improve student participation and completion rates.”
From Game‐Based Learning for Asynchronous AI Literacy Course: Approach to Improve Students' Cognitive, Behavioural, Affective, and Ethical Learning of AI (2026) · cites this paper as Landers and Callan 2011
Citations
Cites
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Social network sites: definition, history, and scholarship
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Handbook of Industrial and Organizational Psychology.
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Ellison, N. B., Steinfield, C., & Lampe, C. (2007) · Journal of Computer-Mediated Communication · doi:10.1111/j.1083-6101.2007.00367.x · Cited by 9,939
Building a practically useful theory of goal setting and task motivation: A 35-year odyssey.
Locke, E. A., & Latham, G. P. (2002) · American Psychologist · doi:10.1037/0003-066x.57.9.705 · Cited by 7,766 · cited 1×
“Goals affect an individual’s performance by directing attention and increasing motivation, but this is moderated by the person’s ability to complete the task (Locke and Latham, 2002).”
BackgroundHandbook of industrial and organizational psychology
(1993) · Choice Reviews Online · doi:10.5860/choice.30-5278 · Cited by 5,483
Test-Enhanced Learning: Taking Memory Tests Improves Long-Term Retention
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College students' social networking experiences on Facebook
Pempek, T. A., Yermolayeva, Y. A., & Calvert, S. L. (2009) · Journal of Applied Developmental Psychology · doi:10.1016/j.appdev.2008.12.010 · Cited by 2,081
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Sorted by citations
Hanus, M. D., & Fox, J. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.08.019 · Cited by 1,918
(2015) · Educational Technology & Society · Cited by 1,551
Developing a Theory of Gamified Learning: Linking Serious Games and Gamification of Learning
Landers, R. N. (2014) · Simulation & Gaming · doi:10.1177/1046878114563660 · Cited by 918
Self-citationGamification of task performance with leaderboards: A goal setting experiment
Landers, R. N., Bauer, K. N., & Callan, R. C. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2015.08.008 · Cited by 474
Self-citationA systematic mapping on gamification applied to education
Borges, S. S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014) · ACM Symposium on Applied Computing · doi:10.1145/2554850.2554956 · Cited by 438
Metadata
- Authors
- Landers, R. N., & Callan, R. C.
- Affiliations
- Old Dominion University (US)
- Corresponding author
- Landers, Richard N.
- ORCID
- Landers, Richard N.
- Venue
- Serious Games and Edutainment Applications
- Publisher
- Springer London
- Published
- 2011
- Pages
- 399-423
- OpenAlex
- W2133209125
- Cited by
- 272
- References
- 39
- Citations by year
- 2026: 9 · 2025: 12 · 2024: 12 · 2023: 18 · 2022: 26 · 2021: 23 · 2020: 13 · 2019: 29 · 2018: 15 · 2017: 34 · 2016: 21 · 2015: 20 · 2014: 25 · 2013: 8 · 2012: 7
- FWCI
- 43.66
- Type
- book chapter
- Language
- en
- Open access
- closed
- Licence
- www.springer.com/tdm (tdm)
- Locations
- Springer eBooks (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- gamification, serious games, social games, student motivation, online quizzes, social reward, social networking sites, goal setting theory, social media, instructional design, undergraduate education, employee training, psychology of learning
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