The DOI matches its Crossref record; 9 of the 9 references it cites were found in a registry or an index.
(Re)Defining Gamification: A Process Approach
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Citations
Cites
From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402
(2012) · Swinburne figshare (Swinburne University of Technology) · Cited by 2,354
A behavior model for persuasive design
Fogg, B. (2009) · Proceedings of the 4th International Conference on Persuasive Technology · doi:10.1145/1541948.1541999 · Cited by 2,328
Schell, J., & Schell, J. (2008) · CRC Press eBooks · doi:10.1201/9780080919171 · Cited by 1,901
Defining gamification: a service marketing perspective
Huotari, K., & Hamari, J. (2012) · Proceeding of the 16th International Academic MindTrek Conference · doi:10.1145/2393132.2393137 · Cited by 1,150
The Grasshopper: Games, Life and Utopia
Suits, B. (1978) · doi:10.3138/9781487574338 · Cited by 1,146
Finite and Infinite Games: Terminal Illness and the Genre of the Literary Memoir
(2010) · Final Acts · doi:10.1515/9781438427409-002 · Cited by 287
Tromp, N., Hekkert, P., & Verbeek, P.-P. (2011) · Design Issues · doi:10.1162/desi_a_00087 · Cited by 286
Mandatory Fun: Gamification and the Impact of Games at Work
Mollick, E. R., & Rothbard, N. (2013) · SSRN Electronic Journal · doi:10.2139/ssrn.2277103 · Cited by 167
Cited by
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2016.12.033 · Cited by 2,064
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
Dichev, C., & Dicheva, D. (2017) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-017-0042-5 · Cited by 2,112
“…has been defined in several ways, such as “ the use of game design elements in non-game contexts ” (Deterding, Dixon, Khaled, & Nacke, 2011), “ the phenomenon of creating gameful experiences ” (Hamari, Koivisto, & Sarsa, 2014), or “ the process of making activities more game-like ” (Werbach, 2014).”
A definition for gamification: anchoring gamification in the service marketing literature
Huotari, K., & Hamari, J. (2017) · Electronic Markets · doi:10.1007/s12525-015-0212-z · Cited by 1,080
A systematic review of gamification in e-Health
Sardi, L., Idri, A., & Fernández-Alemán, J. L. (2017) · Journal of Biomedical Informatics · doi:10.1016/j.jbi.2017.05.011 · Cited by 1,015
Mobile-assisted language learning: A Duolingo case study
Loewen, S., Crowther, D., Isbell, D. R., Kim, K. M., Maloney, J., Miller, Z. F., & Rawal, H. (2019) · ReCALL · doi:10.1017/s0958344019000065 · Cited by 368
Metadata
- Authors
- Werbach, K.
- Venue
- Lecture Notes in Computer Science
- Publisher
- Springer International Publishing
- Published
- 2014
- Pages
- 266-272
- ISSN
- 0302-9743 (ISSN-L)
- 1611-3349
- OpenAlex
- W71908533
- Cited by
- 379
- References
- 9
- FWCI
- 43.89
- Type
- conference paper
- Language
- en
- Open access
- green
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.