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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In the citing paper
“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]
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Flagged first, then by citations
8 of the 62 references couldn’t be matched to a known paper.
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Sorted by citations
The Rise of Motivational Information Systems: A Review of Gamification Research
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“, 2013), hence they differ in their attainability and goal seeking outcomes (Freund et al., 2010; Hackel, Jones, Carbonneau, & Mueller, 2016; Landers et al., 2015; Lunenburg, 2011; Mann et al., 2013).”
BackgroundThe gamification of learning: a meta-analysis
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“In general, they focus on game fiction, which is defined as the inclusion of a fictional game world or story (Armstrong and Landers 2017).”
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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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