The DOI matches its Crossref record; 25 of the 27 references it cites were found in a registry or an index.
A RECIPE for Meaningful Gamification
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“This is in line with the finding of other authors, e.g. (Nicholson, 2015) that the combination of points, badges and leaderboards (sometimes referred to as PBL) is the most used one (see Table 5).”
From Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017) · cites this paper as Nicholson, 2015
Citations
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“This is where the long-term change can come into play, as it is the point where the behaviors learned in the gamification system are then taken outside of that system (Fanning & Gaba, 2007).”
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Metadata
- Authors
- Nicholson, S.
- Affiliations
- Syracuse University (US)
- Corresponding author
- Nicholson, Scott
- ORCID
- Nicholson, Scott
- Venue
- Gamification in Education and Business
- Publisher
- Springer International Publishing
- Published
- 2014-10-17
- Pages
- 1-20
- OpenAlex
- W193680646
- Semantic Scholar
- 006823e55fe51a29dc6161972e5fe542a8c5e63c
- Cited by
- 722
- References
- 27
- Citations by year
- 2026: 72 · 2025: 80 · 2024: 78 · 2023: 87 · 2022: 89 · 2021: 86 · 2020: 70 · 2019: 61 · 2018: 39 · 2017: 29 · 2016: 21 · 2015: 8 · 2014: 2
- FWCI
- 36.56
- Type
- book chapter
- Language
- en
- Open access
- closed
- Licence
- Locations
- Springer eBooks (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- intrinsic motivation, reflection, exhibition, choice, information, play, engagement, long-term behavior change, gameful design
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