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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  2. Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy
    Chris Perryer, Nicole Amanda Celestine, Brenda Scott‐Ladd, Catherine Leighton · 2016 · The International Journal of Management Education
  3. Gamification as a platform for brand co-creation experiences
    Helena M. Nobre, André Ferreira · 2017 · Journal of Brand Management
  4. Making Better Use of the Crowd: How Crowdsourcing Can Advance Machine Learning Research
    Jennifer Wortman Vaughan · 2018 · Journal of Machine Learning Research
  5. Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools
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  6. Privacy Concerns and Data Sharing in the Internet of Things: Mixed Methods Evidence from Connected Cars
    Patrick Cichy, Torsten Oliver Salge, Rajiv Kohli · 2021 · MIS Quarterly
  7. Structuring Flipped Classes with Lightweight Teams and Gamification
    Celine Latulipe, N. Bruce Long, Carlos E. Seminario · 2015 · ACM Technical Symposium on Computer Science Education (SIGCSE)
  8. Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes
    Denny, Paul, McDonald, Fiona, Empson, Ruth, Kelly, Philip, Petersen, Andrew · 2018 · Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
  9. Can gamification improve financial behavior? The moderating role of app expertise
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  10. I track, therefore I walk – Exploring the motivational costs of wearing activity trackers in actual users
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  11. Impact of Gamification on Students’ Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning
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  12. Gamification in Education: A Board Game Approach to Knowledge Acquisition
    Bahar Taspinar, Werner Schmidt, Heidi Schuhbauer · 2016 · Procedia Computer Science
  13. Gamification Misunderstood: How Badly Executed and Rhetorical Gamification Obscures Its Transformative Potential
    Richard N. Landers · 2018 · Journal of Management Inquiry
  14. The effects of gamification on students’ academic achievement: a meta-analysis study
    İbrahim Yıldırım, Sedat Şen · 2019 · Interactive Learning Environments
  15. Effect of Gamification on students' motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011–2019
    Azzouz Boudadi, Nadia, Gutiérrez-Colón, Mar · 2020 · The EuroCALL Review
  16. Multi-Agent Deep Reinforcement Learning Based UAV Trajectory Optimization for Differentiated Services
    Zhaolong Ning, Yuxuan Yang, Xiaojie Wang, Qingyang Song, Lei Guo, Abbas Jamalipour · 2023 · IEEE Transactions on Mobile Computing
  17. The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness
    Sita Mishra, Gunjan Malhotra · 2020 · International Journal of Information Management
  18. Teaching Case of Gamification and Visual Technologies for Education
    Sergi Villagrasa, David Fonseca, Ernesto Redondo Domínguez, Jaume Durán · 2014 · Journal of Cases on Information Technology
  19. Gamification as a tool for engaging student learning: A field experiment with a gamified app
    Kasper Welbers, Elly A. Konijn, Christian F. Burgers, Nadia A.J.D. Bij de Vaate, Allison Eden, Britta Carmen Brugman · 2019 · E-Learning and Digital Media
  20. Examining the Impact of a Gamified Entrepreneurship Education Framework in Higher Education
    Foteini Grivokostopoulou, Konstantinos Kovas, Isidoros Perikos · 2019 · Sustainability
  21. A systematic review of gamification techniques applied to elderly care
    Diogo Martinho, João Carneiro, Juan M. Corchado, Goreti Marreiros · 2020 · Artificial Intelligence Review
  22. Gamification in OTA platforms: A mixed-methods research involving online shopping carnival
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  23. Developing a gamified mobile application to encourage sustainable energy use in the office
    Divinus Oppong-Tawiah, Jane Webster, D. Sandy Staples, Ann‐Frances Cameron, Ana Ortíz de Guinea, Tam Y. Hung · 2018 · Journal of Business Research
  24. Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning
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  25. A systematic analysis of digital tools for citizen participation
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  26. Teaching operations research to undergraduate management students: The role of gamification
    Joana Dias · 2017 · The International Journal of Management Education
  27. Two decades of game concepts in digital learning environments – A bibliometric study and research agenda
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  28. Application of Gamification Tools for Identification of Neurocognitive and Social Function in Distance Learning Education
    Hera Antonopoulou, Constantinos Halkiopoulos, Evgenia Gkintoni, Athanasios Katsimpelis · 2022 · International Journal of Learning Teaching and Educational Research
  29. How to improve user engagement and retention in mobile payment: A gamification affordance perspective
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  30. An Empirical Investigation on the Benefits of Gamification in Programming Courses
    Beatriz Marín, Jonathan Frez, José A. Cruz-Lemus, Marcela Genero · 2018 · ACM Transactions on Computing Education
  31. A review of water-related serious games to specify use in environmental Multi-Criteria Decision Analysis
    Alice H. Aubert, René Bauer, Judit Lienert · 2018 · Environmental Modelling & Software
  32. Empowering the faculty of education students: Applying AI’s potential for motivating and enhancing learning
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  33. Applying game mechanics and student-generated questions to an online puzzle-based game learning system to promote algorithmic thinking skills
    Chih-Chao Hsu, Tzone-I Wang · 2018 · Computers & Education
  34. Understanding innovative pedagogies
    Amelia Peterson, Hanna Dumont, Marc Lafuente Martínez, Nancy Wai Ying Law · 2018 · OECD education working papers
  35. How Effective Is ÐExergamificationÓ? A Systematic Review on the Effectiveness of Gamification Features in Exergames
    Amir Matallaoui, Jonna Koivisto, Juho Hamari, Rüdiger Zarnekow · 2017 · Hawaii International Conference on System Sciences (HICSS)
  36. Game on! A state-of-the-art overview of doing business with gamification
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  37. Teachers: technology, change and resistance
    Sarah Katherine Howard, Adrian Mozejko · 2015 · Cambridge University Press eBooks
  38. Heuristic Evaluation for Gameful Design
    Gustavo Fortes Tondello, Dennis L. Kappen, Elisa D. Mekler, Marim Ganaba, Lennart E. Nacke · 2016 · Annual Symposium on Computer-Human Interaction in Play
  39. The Effectiveness of Embodied Pedagogical Agents and Their Impact on Students Learning in Virtual Worlds
    Foteini Grivokostopoulou, Konstantinos Kovas, Isidoros Perikos · 2020 · Applied Sciences
  40. Developing a gamified artificial intelligence educational robot to promote learning effectiveness and behavior in laboratory safety courses for undergraduate students
    Yang, Qi-Fan, Lian, Li-Wen, Zhao, Jia-Hua · 2023 · International Journal of Educational Technology in Higher Education
  41. Does it last? Long-term impacts of an app-based behavior change intervention on household electricity savings in Switzerland
    Devon Wemyss, Francesca Cellina, Evelyn Lobsiger-Kägi, Vanessa De Luca, Roberta Castri · 2018 · Energy Research & Social Science
  42. Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment
    Saskia M. Kelders, Marion Sommers‐Spijkerman, Jochem M. Goldberg · 2018 · Journal of Medical Internet Research
  43. Comparing the Effectiveness of Online Learning Approaches on CS1 Learning Outcomes
    Michael Jongseon Lee, Amy J. Ko · 2015 · ACM Conference on International Computing Education Research (ICER)
  44. Consumer attitudes towards electric vehicles
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  45. Combatting digital addiction: Current approaches and future directions
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  46. A Systematic Review of Gamification Research
    Aras Bozkurt, Gürhan Durak · 2018 · International Journal of Game-Based Learning
  47. Assessment of nutrition-focused mobile apps' influence on consumers' healthy food behaviour and nutrition knowledge
    Antonella Samoggia, Bettina Riedel · 2019 · Food Research International
  48. Gamification of Entrepreneurship Education
    Diane A. Isabelle · 2020 · Decision Sciences Journal of Innovative Education
  49. Gamification of cooperation: A framework, literature review and future research agenda
    Marc Riar, Benedikt Morschheuser, Rüdiger Zarnekow, Juho Hamari · 2022 · International Journal of Information Management
  50. The key elements of gamification in corporate training – The Delphi method
    Yung-Fu Wang, Ya-Fang Hsu, Kwoting Fang · 2021 · Entertainment Computing
  51. AI Technologies for Social Emotional Learning: Recent Research and Future Directions
    Sethi, Surbhi Seema, Jain, Kanishk · 2024 · Journal of Research in Innovative Teaching & Learning
  52. The Fun and Function of Uncertainty: Uncertain Incentives Reinforce Repetition Decisions
    Luxi Shen, Christopher K. Hsee, Joachim H. Talloen · 2018 · Journal of Consumer Research
  53. The Ethics of Gamification in a Marketing Context
    Andrea Stevenson Thorpe, Stephen Roper · 2017 · Journal of Business Ethics
  54. Counterproductive effects of gamification: An analysis on the example of the gamified task manager Habitica
    Sarah Diefenbach, Annemarie Müssig · 2018 · International Journal of Human-Computer Studies
  55. Gamification in MOOCs: Engagement Application Test in Energy Sustainability Courses
    Luis M. Romero-Rodríguez, María Soledad, Jaime Ricardo Valenzuela González · 2019 · IEEE Access
  56. Applying Basic Gamification Techniques to IT Compliance Training: Evidence from the Lab and Field
    Ryan J. Baxter, D. Kip Holderness, David A. Wood · 2015 · Journal of Information Systems
  57. Understanding how Gamification Influences Behaviour in Social Marketing
    Robert Mitchell, Lisa Schuster, Judy C. Drennan · 2016 · Australasian Marketing Journal (AMJ)
  58. Progressive Training for Motor Imagery Brain-Computer Interfaces Using Gamification and Virtual Reality Embodiment
    Škola, Filip, Tinková, Simona, Liarokapis, Fotis · 2019 · Frontiers in Human Neuroscience
  59. Games Ready to Use: A Serious Game for Teaching Natural Risk Management
    Franck Taillandier, Carole Adam · 2018 · Simulation & Gaming
  60. Creating Gameful Design in mHealth: A Participatory Co-Design Approach
    Stian Jessen, Jelena Mirković, Cornelia M. Ruland · 2018 · JMIR mhealth and uhealth
  61. Toward a refined conceptualization of IS discontinuance: Reflection on the past and a way forward
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  62. Targeting social learning and engagement: What serious games and gamification can offer to participatory modeling
    Elena Bakhanova, Jaime Andres Garcia, William L. Raffe, Alexey A. Voinov · 2020 · Environmental Modelling & Software
  63. A Bibliometric Analysis of Gamification Research
    Manuel Trinidad, Mercedes Ruiz, Alejandro Calderón · 2021 · IEEE Access
  64. Engaging shoppers through mobile apps: the role of gamification
    Francesca De Canio, María Fuentes Blasco, Elisa Martina Martinelli · 2021 · International Journal of Retail & Distribution Management
  65. Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification
    Umar Ruhi · 2015 · Technology Innovation Management Review
  66. Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performance
    Luis 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
  67. Gamification in education: a mixed-methods study of gender on computer science students’ academic performance and identity development
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  68. Virtual Reality Biofeedback in Health: A Scoping Review
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  69. Learning in immersed collaborative virtual environments: design and implementation
    Tycho T. de Back, Angelica M. Tinga, Max M. Louwerse · 2021 · Interactive Learning Environments
  70. Gamified environmental interpretation as a strategy for improving tourist behavior in support of sustainable tourism: The moderating role of psychological distance
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  71. Governments Should Play Games
    Lobna Hassan · 2016 · Simulation & Gaming
  72. Comparing gamification models in higher education using Face-to-Face and virtual escape rooms
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  73. From road distraction to safe driving: Evaluating the effects of boredom and gamification on driving behaviour, physiological arousal, and subjective experience
    Fabius Steinberger, Ronald Schroeter, Christopher N. Watling · 2017 · Computers in Human Behavior
  74. When gamification backfires: the impact of perceived justice on online community contributions
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  75. A systematic evaluation of game elements effects on students’ motivation
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  76. Gamification in education: A scientometric, content and co-occurrence analysis of systematic review and meta-analysis articles
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  77. Examining the effectiveness of gamification in mental health apps for depression: Systematic review and meta-analysis
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  78. Interactive sections of an Internet-based intervention increase empowerment of chronic back pain patients: randomized controlled trial
    Riva, Silvia, Camerini, Anne-Linda, Allam, Ahmed, Schulz, Peter J · 2014 · Journal of Medical Internet Research
  79. Engaging donors on crowdfunding platform in Disaster Relief Operations (DRO) using gamification: A Civic Voluntary Model (CVM) approach
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  80. Gamification for behavior change: A scientometric review
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  81. Using Gamification to Motivate Students with Dyslexia
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  82. Gamification in biology teaching: A sample of kahoot application
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  83. A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study
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  84. A Player Model for Adaptive Gamification in Learning Environments
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  85. Gamification of Mobile Experience Sampling Improves Data Quality and Quantity
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  86. Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments
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  87. Designing interactive systems through a game lens: An ethnographic approach
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  88. Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
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  93. GAMIFICATION IN HIGHER EDUCATION AND STEM: A SYSTEMATIC REVIEW OF LITERATURE
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