Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Hamari, Juho, Koivisto, Jonna, Sarsa, Harri·2014·2014 47th Hawaii International Conference on System Sciences
Cited by (1,016)
Items 201–300 of 1,016
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- Empirical Support for a Causal Relationship Between Gamification and Learning OutcomesDenny, Paul, McDonald, Fiona, Empson, Ruth, Kelly, Philip, Petersen, Andrew · 2018 · Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
- Can gamification improve financial behavior? The moderating role of app expertiseJulia Belyavsky Bayuk, Suzanne Altobello Nasco · 2019 · International Journal of Bank Marketing
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- Multi-Agent Deep Reinforcement Learning Based UAV Trajectory Optimization for Differentiated ServicesZhaolong Ning, Yuxuan Yang, Xiaojie Wang, Qingyang Song, Lei Guo, Abbas Jamalipour · 2023 · IEEE Transactions on Mobile Computing
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- Teaching Case of Gamification and Visual Technologies for EducationSergi Villagrasa, David Fonseca, Ernesto Redondo Domínguez, Jaume Durán · 2014 · Journal of Cases on Information Technology
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- Examining the Impact of a Gamified Entrepreneurship Education Framework in Higher EducationFoteini Grivokostopoulou, Konstantinos Kovas, Isidoros Perikos · 2019 · Sustainability
- A systematic review of gamification techniques applied to elderly careDiogo Martinho, João Carneiro, Juan M. Corchado, Goreti Marreiros · 2020 · Artificial Intelligence Review
- Gamification in OTA platforms: A mixed-methods research involving online shopping carnivalSi Shi, Wilson K.S. Leung, Flavia Munelli · 2021 · Tourism Management
- Developing a gamified mobile application to encourage sustainable energy use in the officeDivinus Oppong-Tawiah, Jane Webster, D. Sandy Staples, Ann‐Frances Cameron, Ana Ortíz de Guinea, Tam Y. Hung · 2018 · Journal of Business Research
- Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for LearningJesús López-Belmonte, Adrián Segura Robles, Arturo Fuentes Cabrera, María Elena Parra González · 2020 · International Journal of Environmental Research and Public Health
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- Teaching operations research to undergraduate management students: The role of gamificationJoana Dias · 2017 · The International Journal of Management Education
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- An Empirical Investigation on the Benefits of Gamification in Programming CoursesBeatriz Marín, Jonathan Frez, José A. Cruz-Lemus, Marcela Genero · 2018 · ACM Transactions on Computing Education
- A review of water-related serious games to specify use in environmental Multi-Criteria Decision AnalysisAlice H. Aubert, René Bauer, Judit Lienert · 2018 · Environmental Modelling & Software
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- Applying game mechanics and student-generated questions to an online puzzle-based game learning system to promote algorithmic thinking skillsChih-Chao Hsu, Tzone-I Wang · 2018 · Computers & Education
- Understanding innovative pedagogiesAmelia Peterson, Hanna Dumont, Marc Lafuente Martínez, Nancy Wai Ying Law · 2018 · OECD education working papers
- How Effective Is ÐExergamificationÓ? A Systematic Review on the Effectiveness of Gamification Features in ExergamesAmir Matallaoui, Jonna Koivisto, Juho Hamari, Rüdiger Zarnekow · 2017 · Hawaii International Conference on System Sciences (HICSS)
- Game on! A state-of-the-art overview of doing business with gamificationWamika Sharma, Weng Marc Lim, Satish Kumar, Aastha Verma, Rajeev Kumra · 2023 · Technological Forecasting and Social Change
- Teachers: technology, change and resistanceSarah Katherine Howard, Adrian Mozejko · 2015 · Cambridge University Press eBooks
- Heuristic Evaluation for Gameful DesignGustavo Fortes Tondello, Dennis L. Kappen, Elisa D. Mekler, Marim Ganaba, Lennart E. Nacke · 2016 · Annual Symposium on Computer-Human Interaction in Play
- The Effectiveness of Embodied Pedagogical Agents and Their Impact on Students Learning in Virtual WorldsFoteini Grivokostopoulou, Konstantinos Kovas, Isidoros Perikos · 2020 · Applied Sciences
- Developing a gamified artificial intelligence educational robot to promote learning effectiveness and behavior in laboratory safety courses for undergraduate studentsYang, Qi-Fan, Lian, Li-Wen, Zhao, Jia-Hua · 2023 · International Journal of Educational Technology in Higher Education
- Does it last? Long-term impacts of an app-based behavior change intervention on household electricity savings in SwitzerlandDevon Wemyss, Francesca Cellina, Evelyn Lobsiger-Kägi, Vanessa De Luca, Roberta Castri · 2018 · Energy Research & Social Science
- Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory ExperimentSaskia M. Kelders, Marion Sommers‐Spijkerman, Jochem M. Goldberg · 2018 · Journal of Medical Internet Research
- Comparing the Effectiveness of Online Learning Approaches on CS1 Learning OutcomesMichael Jongseon Lee, Amy J. Ko · 2015 · ACM Conference on International Computing Education Research (ICER)
- Consumer attitudes towards electric vehiclesRoger Bennett, Rohini Vijaygopal · 2018 · European Journal of Marketing
- Combatting digital addiction: Current approaches and future directionsDeniz Cemiloglu, Mohamed Basel Almourad, John McAlaney, Raian Ali · 2021 · Technology in Society
- A Systematic Review of Gamification ResearchAras Bozkurt, Gürhan Durak · 2018 · International Journal of Game-Based Learning
- Assessment of nutrition-focused mobile apps' influence on consumers' healthy food behaviour and nutrition knowledgeAntonella Samoggia, Bettina Riedel · 2019 · Food Research International
- Gamification of Entrepreneurship EducationDiane A. Isabelle · 2020 · Decision Sciences Journal of Innovative Education
- Gamification of cooperation: A framework, literature review and future research agendaMarc Riar, Benedikt Morschheuser, Rüdiger Zarnekow, Juho Hamari · 2022 · International Journal of Information Management
- The key elements of gamification in corporate training – The Delphi methodYung-Fu Wang, Ya-Fang Hsu, Kwoting Fang · 2021 · Entertainment Computing
- AI Technologies for Social Emotional Learning: Recent Research and Future DirectionsSethi, Surbhi Seema, Jain, Kanishk · 2024 · Journal of Research in Innovative Teaching & Learning
- The Fun and Function of Uncertainty: Uncertain Incentives Reinforce Repetition DecisionsLuxi Shen, Christopher K. Hsee, Joachim H. Talloen · 2018 · Journal of Consumer Research
- The Ethics of Gamification in a Marketing ContextAndrea Stevenson Thorpe, Stephen Roper · 2017 · Journal of Business Ethics
- Counterproductive effects of gamification: An analysis on the example of the gamified task manager HabiticaSarah Diefenbach, Annemarie Müssig · 2018 · International Journal of Human-Computer Studies
- Gamification in MOOCs: Engagement Application Test in Energy Sustainability CoursesLuis M. Romero-Rodríguez, María Soledad, Jaime Ricardo Valenzuela González · 2019 · IEEE Access
- Applying Basic Gamification Techniques to IT Compliance Training: Evidence from the Lab and FieldRyan J. Baxter, D. Kip Holderness, David A. Wood · 2015 · Journal of Information Systems
- Understanding how Gamification Influences Behaviour in Social MarketingRobert Mitchell, Lisa Schuster, Judy C. Drennan · 2016 · Australasian Marketing Journal (AMJ)
- Progressive Training for Motor Imagery Brain-Computer Interfaces Using Gamification and Virtual Reality EmbodimentŠkola, Filip, Tinková, Simona, Liarokapis, Fotis · 2019 · Frontiers in Human Neuroscience
- Games Ready to Use: A Serious Game for Teaching Natural Risk ManagementFranck Taillandier, Carole Adam · 2018 · Simulation & Gaming
- Creating Gameful Design in mHealth: A Participatory Co-Design ApproachStian Jessen, Jelena Mirković, Cornelia M. Ruland · 2018 · JMIR mhealth and uhealth
- Toward a refined conceptualization of IS discontinuance: Reflection on the past and a way forwardWael Soliman, Tapani Rinta-Kahila · 2019 · Information & Management
- Targeting social learning and engagement: What serious games and gamification can offer to participatory modelingElena Bakhanova, Jaime Andres Garcia, William L. Raffe, Alexey A. Voinov · 2020 · Environmental Modelling & Software
- A Bibliometric Analysis of Gamification ResearchManuel Trinidad, Mercedes Ruiz, Alejandro Calderón · 2021 · IEEE Access
- Engaging shoppers through mobile apps: the role of gamificationFrancesca De Canio, María Fuentes Blasco, Elisa Martina Martinelli · 2021 · International Journal of Retail & Distribution Management
- Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise GamificationUmar Ruhi · 2015 · Technology Innovation Management Review
- Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performanceLuis de‐Marcos, Eva García‐López, Antonio García‐Cabot, J. Medina, Adrián Domínguez‐Díaz, José-Javier Martínez-Herráiz, Teresa I. Díez-Folledo · 2016 · Computers in Human Behavior
- Gamification in education: a mixed-methods study of gender on computer science students’ academic performance and identity developmentLeila Zahedi, Jasmine Batten, Monique S. Ross, Geoff Potvin, Stephanie Damas, Peter Clarke, Debra Lee Davis · 2021 · Journal of Computing in Higher Education
- Virtual Reality Biofeedback in Health: A Scoping ReviewRobin Lüddecke, Anna Felnhofer · 2021 · Applied Psychophysiology and Biofeedback
- Learning in immersed collaborative virtual environments: design and implementationTycho T. de Back, Angelica M. Tinga, Max M. Louwerse · 2021 · Interactive Learning Environments
- Gamified environmental interpretation as a strategy for improving tourist behavior in support of sustainable tourism: The moderating role of psychological distanceDolores María Frías-Jamilena, M. Lina Fernández-Ruano, Ana Isabel Polo Peña · 2022 · Tourism Management
- Governments Should Play GamesLobna Hassan · 2016 · Simulation & Gaming
- Comparing gamification models in higher education using Face-to-Face and virtual escape roomsPozo-Sánchez, Santiago, Lampropoulos, Georgios, López-Belmonte, Jesús · 2022 · Journal of New Approaches in Educational Research
- From road distraction to safe driving: Evaluating the effects of boredom and gamification on driving behaviour, physiological arousal, and subjective experienceFabius Steinberger, Ronald Schroeter, Christopher N. Watling · 2017 · Computers in Human Behavior
- When gamification backfires: the impact of perceived justice on online community contributionsThomas Leclercq, Ingrid Poncin, Wafa Hammedi, Avreliane Kullak, Linda D. Hollebeek · 2020 · Journal of Marketing Management
- A systematic evaluation of game elements effects on students’ motivationRui Leitão, Martin C. Maguire, Sarah Turner, Laura Guimarães · 2021 · Education and Information Technologies
- Gamification in education: A scientometric, content and co-occurrence analysis of systematic review and meta-analysis articlesSomayyeh Nadi-Ravandi, Zahra Batooli · 2022 · Education and Information Technologies
- Examining the effectiveness of gamification in mental health apps for depression: Systematic review and meta-analysisSix, Stephanie G, Byrne, Kaileigh A, Tibbett, Thomas P, Pericot-Valverde, Irene · 2021 · JMIR Mental Health
- Interactive sections of an Internet-based intervention increase empowerment of chronic back pain patients: randomized controlled trialRiva, Silvia, Camerini, Anne-Linda, Allam, Ahmed, Schulz, Peter J · 2014 · Journal of Medical Internet Research
- Engaging donors on crowdfunding platform in Disaster Relief Operations (DRO) using gamification: A Civic Voluntary Model (CVM) approachAbhishek Behl, Pankaj Dutta · 2020 · International Journal of Information Management
- Gamification for behavior change: A scientometric reviewSimone Bassanelli, Nicola Vasta, Antonio Bucchiarone, Annapaola Marconi · 2022 · Acta Psychologica
- Using Gamification to Motivate Students with DyslexiaGooch, Daniel, Vasalou, Asimina, Benton, Laura, Khaled, Rilla · 2016 · Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
- Gamification in biology teaching: A sample of kahoot applicationYapıcı, İ.Ümit, Karakoyun, Ferit · 2017 · Turkish Online Journal of Qualitative Inquiry
- A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative StudyAli Khaleghi, Zahra Aghaei, Mohammad Amin Mahdavi · 2021 · JMIR Serious Games
- A Player Model for Adaptive Gamification in Learning EnvironmentsBaptiste Monterrat, Michel C. Desmarais, Élise Lavoué, Sébastien George · 2015 · Lecture notes in computer science
- Gamification of Mobile Experience Sampling Improves Data Quality and Quantityvan Berkel, Niels, Goncalves, Jorge, Hosio, Simo, Kostakos, Vassilis · 2017 · Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
- Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning EnvironmentsCigdem Uz-Bilgin, Abdülmenaf Gül · 2019 · TechTrends
- Designing interactive systems through a game lens: An ethnographic approachRapp, Amon · 2017 · Computers in Human Behavior
- Integrating Augmented Reality, Gamification, and Serious Games in Computer Science EducationLampropoulos, Georgios, Keramopoulos, Euclid, Diamantaras, Konstantinos, Evangelidis, Georgios · 2023 · Education Sciences
- Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experienceZachary Fitz-Walter, Daniel M. Johnson, Peta A. Wyeth, Dian Tjondronegoro, Bridie Scott‐Parker · 2016 · Computers in Human Behavior
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