The DOI matches its Crossref record; 3 of the 3 references it cites were found in a registry or an index.
Is it all a game? Understanding the principles of gamification
Open accessAbstract
There is growing interest in how gamification—defined as the application of game design principles in non-gaming contexts—can be used in business. However, academic research and management practice have paid little attention to the challenges of how best to design, implement, manage, and optimize gamification strategies. To advance understanding of gamification, this article defines what it is and explains how it prompts managers to think about business practice in new and innovative ways. Drawing upon the game design literature, we present a framework of three gamification principles—mechanics, dynamics, and emotions (MDE)—to explain how gamified experiences can be created. We then provide an extended illustration of gamification and conclude with ideas for future research and application opportunities.
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Citations
Cites
Social media? Get serious! Understanding the functional building blocks of social media
Kietzmann, J. H., Hermkens, K., McCarthy, I. P., & Silvestre, B. S. (2011) · Business Horizons · doi:10.1016/j.bushor.2011.01.005 · Cited by 4,970
Self-citationSweetser (2005) · doi:10.1145/1077246.1077253 · Cited by 2,124
Value from hedonic experience and engagement
Higgins, E. T. (2006) · Psychological Review · doi:10.1037/0033-295x.113.3.439 · Cited by 949
Cited by
The effect of gamification on motivation and engagement
Alsawaier, R. S. (2018) · The International Journal of Information and Learning Technology · doi:10.1108/ijilt-02-2017-0009 · Cited by 887
Gamification of health professions education: a systematic review
van Gaalen, A. E. J., Brouwer, J., Schönrock-Adema, J., Bouwkamp-Timmer, T., Jaarsma, A. D. C., & Georgiadis, J. R. (2021) · Advances in Health Sciences Education · doi:10.1007/s10459-020-10000-3 · Cited by 625
Gamification applications in E-learning: a literature review
Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022) · Technology, Knowledge and Learning · doi:10.1007/s10758-020-09487-x · Cited by 478
Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022) · Applied Sciences · doi:10.3390/app12136809 · Cited by 462
Introduction matters: Manipulating trust in automation and reliance in automated driving
Körber, M., Baseler, E., & Bengler, K. (2018) · Applied Ergonomics · doi:10.1016/j.apergo.2017.07.006 · Cited by 418
Metadata
- Authors
- Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L.
- Venue
- Business Horizons
- Publisher
- Elsevier BV
- Published
- 2015-07
- Volume
- 58
- Issue
- 4
- Pages
- 411-420
- ISSN
- 0007-6813 (ISSN-L)
- OpenAlex
- W2005039690
- Cited by
- 834
- References
- 3
- FWCI
- 102.57
- Type
- journal article
- Language
- en
- Open access
- green
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- Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business Horizons. https://doi.org/10.1016/j.bushor.2015.03.006
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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