The DOI matches its Crossref record; 54 of the 62 references it cites were found in a registry or an index.
Gamification of task performance with leaderboards: A goal setting experiment
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“Such design decisions can lead to variance in the effect sizes of certain game design elements as shown in the context of leaderboards (Landers et al. 2017) and in the context of achievements, showing that effectivity of achievements strongly depends on the design (i.e., the quantity and difficulty of achievements; Groening and Binnewies 2019).”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Landers et al. 2017
In the citing paper
“Landers et al. (2017) showed how leaderbords that are implemented to foster competition can be interpreted as goals, suggesting that leaderbords with easy goals would likely be less effective than leaderboards with difficult goals.”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Landers et al. 2017
In the citing paper
“This is the idea behind using game design elements such as likes, badges, skill levels, and leaderboards to increase learning in online courses, exercise on e-health platforms, or performance in standard organizational tasks (Denny, McDonald, Empson, Kelly, & Petersen, 2018;Koivisto & Hamari, 2019;Landers, Bauer, & Callan, 2017).”
From Relative Feedback Increases Disparities in Effort and Performance in Crowdsourcing Contests: Evidence from a Quasi-Experiment on Topcoder (2022) · cites this paper as Landers, Bauer, & Callan, 2017
In the citing paper
“This finding is supported by studies exploring gamification of tasks, where the use of game design elements (eg, points and scoreboards) can improve motivation [47,48].”
From Wearable technology for high-frequency cognitive and mood assessment in major depressive disorder: longitudinal observational study (2019) · cites this paper as [47]
Citations
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“Goal-setting theory was originally developed by Locke (1968), who proposed that people will be motivated to strive towards goals.”
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8 of the 62 references couldn’t be matched to a known paper.
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Items 401–471 of 471
Oxarart, R. A. (2023) · The Research Repository @ WVU (West Virginia University) · doi:10.33915/etd.12128
Sustaining the Continued Use of Gamified mHealth Apps (Preprint)Preprint
Mustafa, A. S., Ali, N. B., & Dhillon, J. S. (2023) · doi:10.2196/preprints.51745
Gamified web-delivered attentional bias modification training for the management of chronic pain
Vermeir, J. F. (2023) · Queensland University of Technology · doi:10.5204/thesis.eprints.242456
Najmi, A. H. (2023) · International Journal for Research in Education · doi:10.36771/ijre.47.4.23-pp11-72
سعيد عبد الحميد شرف, ه. (2023) · تکنولوجيا التعليم: سلسلة دراسات وبحوث · doi:10.21608/tesr.2023.320300
Evaluating the Impact of Serious Games on Study Skills and Habits
Kiron, N., Omar, M. T., & Vassileva, J. (2023) · European Conference on Games Based Learning · doi:10.34190/ecgbl.17.1.1508
“Researchers using game-based learning tools and serious games have mostly reported having a positive impact from their implementations (Anastasiadis et al., 2018; Arif et al., 2022; Landers et al., 2017; Lin et al., 2017).”
BackgroundAn Introduction to Game-Based Competence Assessment Based on Cognitive Diagnostic Models
Kickmeier-Rust, M., Niggli, C., & Richter, K. (2023) · Lecture notes in computer science · doi:10.1007/978-3-031-49065-1_24
SUKMANINGRUM., S. D., & Riatmaja, D. S. (2023) · Jurnal Aplikasi Bisnis · doi:10.20885/jabis.vol20.iss2.art4
“Ketika sebuah tujuan diberikan kepada karyawan, karyawan dapat memilih untuk mencapai tujuan tersebut atau tidak (Landers et al., 2015).”
BackgroundFORGE: A Framework for Organizing Rewards in Gamified Environments
Pereira, R. D. L., & Tremblay-Savard, O. (2024) · Games and Culture · doi:10.1177/15554120241241555
“Leaderboards can serve as an achievable goal, where people feel encouraged to seek the fi rst positions, even if they are not instructed to do so (Landers et al., 2017), which in the case of a school environment can lead to an increase in knowledge gain (Ortiz-Rojas et al., 2019).”
الرحيم, ف. س. م. ع., شوقي, د. أ., & أحمد, م. ح. (2023) · مجلة دراسات تربوية واجتماعية · doi:10.21608/jsu.2023.347458
Gamifying Cultural Heritage: The Digitization Journey of Genoa University Museum System (SMA-UniGe)Preprint
Tessa, L. L., Schiaparelli, S., Coccoli, M., et al. (2024) · Preprints.org · doi:10.20944/preprints202404.0683.v1
Doctor of Business Administration (DBA), S. A., & Alshehabeya, D. (2024) · Academic Journal of Research and Scientific Publishing · doi:10.52132/ajrsp.e.2024.60.1
Designing Inspiration: A Study of the Impact of Gamification in Virtual Try-On Technology
Weber, S., Kordyaka, B., Wyszynski, M., & Niehaves, B. (2024) · Lecture notes in computer science · doi:10.1007/978-3-031-61315-9_6
Kuswandi, N., & Radikun, T. B. S. (2024) · Syntax Literate Jurnal Ilmiah Indonesia · doi:10.36418/syntax-literate.v9i6.15831
Benevides, K., Santos, J., Challco, G. C., et al. (2024) · Communications in computer and information science · doi:10.1007/978-3-031-64312-5_31
Gamification: Spielerisch gegen die Klimakrise
Lenk-Ostendorf, B. (2024) · SDG - Forschung, Konzepte, Lösungsansätze zur Nachhaltigkeit · doi:10.1007/978-3-658-43586-8_24
Gamifying Education: Teachers and Students Perceptions on Enhancing Motivation and Engagement
Allie, S. A., van Wyk, M., & Moodley, K. (2025) · Journal of Innovation and Research in Primary Education · doi:10.56916/jirpe.v4i1.984 · Cited by 3
Leaderboard as an Element of Gamification and Student Self-Efficacy for Performance Achievement
Febriansah, A. T., Soepriyanto, Y., & Fadhli, M. (2024) · Jurnal Ilmiah Pendidikan Profesi Guru · doi:10.23887/jippg.v7i3.84477
“This makes learning activities more interesting (Landers et al., 2017; Park & Kim, 2021).”
Analytics Dashboards and User Behavior: Evidence from GitHubPreprint
Schilpp, J., Pethig, F., & Hoehle, H. (2025) · SSRN Electronic Journal · doi:10.2139/ssrn.5098625
A Gamification Design Method for Student Motivation and Interaction in Online Learning
Doomun, R., & van Greunen, D. (2025) · Lecture notes in networks and systems · doi:10.1007/978-3-031-84460-7_41 · Cited by 1
Unlocking Cultural Heritage: The Gamified Digitisation Project of SMA-UniGe
Tessa, L. L., Coccoli, M., Schiaparelli, S., & Zolezzi, D. (2025) · Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering · doi:10.1007/978-3-031-85663-1_5
Spielerische Daten – Der Einsatz von Gamification zur Beeinflussung des Customer Engagements
Galle, L., Preiß, J., & Roth, S. (2025) · Forum Dienstleistungsmanagement · doi:10.1007/978-3-658-48325-8_6
Bernardo, J. R. S., Frota, J., Pessoa, T., Pessoa, M., Gadelha, B., & Conte, T. U. (2025) · IEEE International Conference on Software Engineering Education and Training (CSEE&T) · doi:10.1109/cseet66350.2025.00035
“Studies indicate that gamification, also known as gamified learning [4, 20, 21], can increase student participation and improve their academic performance [29].”
BRIDGING THE DIGITAL DIVIDE WITH A GAME-BASED APPROACH
(2025) · IADIS INTERNATIONAL JOURNAL ON COMPUTER SCIENCE AND INFORMATION SYSTEMS · doi:10.33965/ijcsis_2025200101
The Contribution of Game Elements in Enhancing Viewer Engagement in the Digital Marketing Domain
Jayawardena, N. S., Ross, M., Quach, S., Thaichon, P., & Behl, A. (2025) · Emerald Group Publishing Limited eBooks · doi:10.1108/978-1-83662-832-320251005
Bhinder, H. S., & Singh, A. (2025) · South Asian Journal of Management · doi:10.62206/sajm.32.2.2025.75-99
Rahayu, F. S. (2025) · International Conference on e-Education, e-Business, e-Management and e-Learning · doi:10.1109/ic4e65071.2025.11075316
“Moreover, leaderboards make the relationship between goal commitment and performance stronger [41].”
孟, 媛. (2025) · Advances in Education · doi:10.12677/ae.2025.1581472
Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement
Soylu, D., & Külcü, Ö. (2025) · Hacettepe Üniversitesi Edebiyat Fakültesi Dergisi · doi:10.32600/huefd.1605212
The Impact of Gamification on Sales Performance: A New Approach to Increasing Sales Volume
Ahmed, W. H. A. M. (2025) · Journal of Information Technology and Digital World · doi:10.36548/jitdw.2025.3.003
Janakiraman, S., & Koehler, A. A. (2025) · Journal of Computing in Higher Education · doi:10.1007/s12528-025-09470-4
“Second, they increase time on task, teamwork and professional interaction by creating opportunities for challenge and goal setting (Bovermann & Bastiaens, 2019; Landers & Landers, 2014; Landers et al., 2017).”
Wang, H. H., Qu, M., Liu, Y., & Li, W. (2025) · PLoS ONE · doi:10.1371/journal.pone.0331397 · Cited by 2
“…gamification, various approaches can be adopted, such as luck-based mechanisms (e.g., lotteries, dice games, and other random incentive mechanisms)or knowledge-based quizzes [118,119], where players must continuously improve their abilities through repeated testing to complete the game [80].”
Alanazi, F., Aljuraid, R., Alzughaibi, S., Konstantinidis, S. T., & Blake, H. (2026) · Frontiers in Digital Health · doi:10.2196/preprints.87491
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Karabiber, H., & Gürol, Y. D. (2025) · SSRN Electronic Journal · doi:10.2139/ssrn.5895122
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Chauhan, N., Honnali, P., Robinson, L. T., Kumar, M. A., Divyasre, V. S., & Kumar, R. S. (2026) · Studies in systems, decision and control · doi:10.1007/978-3-032-10016-0_68
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Lubna, P. K., Nishad, T. M., Panakaje, N., & Parvin, S. M. R. (2026) · Journal of Global Marketing · doi:10.1080/08911762.2025.2611966
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Metadata
- Authors
- Landers, R. N., Bauer, K. N., & Callan, R. C.
- Affiliations
- Old Dominion University (US)
- Illinois Institute of Technology (US)
- Corresponding author
- Landers, Richard N.
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2017-06
- Volume
- 71
- Pages
- 508-515
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W1741765804
- Cited by
- 474
- References
- 62
- Citations by year
- 2026: 42 · 2025: 50 · 2024: 49 · 2023: 72 · 2022: 48 · 2021: 64 · 2020: 44 · 2019: 48 · 2018: 40 · 2017: 10
- FWCI
- 47.84
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers in Human Behavior (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Business, Management and Accounting › Organizational Behavior and Human Resource Management › Employee Performance and Management
- Keywords
- gamification, leaderboards, goal setting theory, employee motivation, task performance, goal commitment, individual differences
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