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Do badges increase user activity? A field experiment on the effects of gamification
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Citations
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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
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Gamification applications in E-learning: a literature review
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“Although empirical study of the effects of gamification is still in its infancy, there is evidence, albeit outside of health, that it leads to higher and more involved user engagement with an app or service [33,34].”
BackgroundReyssier, S., Hallifax, S., Serna, A., Marty, J.-C., Simonian, S., & Lavoue, E. (2022) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2022.3153239 · Cited by 48
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A gamified and adaptive learning system for neurodivergent workers in electronic assembling tasks
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Metadata
- Authors
- Hamari, J.
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2017-06
- Volume
- 71
- Pages
- 469-478
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2121188597
- Cited by
- 675
- References
- 11
- FWCI
- 111.60
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- www.elsevier.com/tdm/userlicense/1.0/ (tdm)
- www.elsevier.com/legal/tdmrep-license (tdm)
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