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 (1,015)
Items 501–600 of 1,015
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- BENEFITS AND CHALLENGES OF USING GAME-BASED FORMATIVE ASSESSMENT AMONG UNDERGRADUATE STUDENTSFatin Kamilia Mohd Arif, Natasha Zaireen Zubir, Maslawati Bt. Mohamad, Melor Md Yunus · 2019 · Humanities & Social Sciences Reviews
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- The Cycle of Toxicity: Exploring Relationships between Personality and Player Roles in Toxic Behavior in Multiplayer Online Battle Arena GamesBastian Kordyaka, Samuli Laato, Katharina Jahn, Juho Hamari, Björn Niehaves · 2023 · Proceedings of the ACM on Human-Computer Interaction
- Why Do People Play Games? A Review of Studies on Adoption and UseJuho Hamari, Lauri Keronen, Kati Alha · 2015 · Hawaii International Conference on System Sciences (HICSS)
- Gamification in MOOCs to enhance users' goal achievementAlessandra Antonaci, Roland Klemke, Christian M. Stracke, Marcus M. Specht · 2017 · IEEE Global Engineering Education Conference (EDUCON)
- Students’ Perceptions about Gamification of Education: A Q-Method Analysisİbrahim Yıldırım · 2017 · TED EĞİTİM VE BİLİM
- Oyunlaştırma, Eğitim ve Kuramsal Yaklaşımlar: Öğrenme Süreçlerinde Motivasyon, Adanmışlık ve SürdürebilirlikSezan Sezgin, Aras Bozkurt, Ercan Altuğ Yılmaz, Niels Van Der Linden · 2018 · Mehmet Akif Ersoy üniversitesi eğitim fakültesi dergisi.
- GAMESIT: A gamified system for information technology trainingJuneyoung Park, Liu De, Mun Yong Yi, Radhika Santhanam · 2019 · Computers & Education
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- Gamifying learning for learnersChristo Dichev, Darina Dicheva, Keith Irwin · 2020 · International Journal of Educational Technology in Higher Education
- New Horizons in the Assessment of Computer Science at School and BeyondDaniela Giordano, Francesco Maiorana, Andrew Paul Csizmadia, Simon Marsden, Charles P. Riedesel, Shitanshu Mishra, Lina Vinikienė · 2015
- Active Student Learning through Gamification in a Learning Management SystemPutu Wuri Handayani, Satrio Raffani Raharjo, Panca O. Hadi Putra · 2021 · The Electronic Journal of e-Learning
- Individuals, teams and organizations score with gamificationSwatee Sarangi, Shreya Shah · 2015 · Human Resource Management International Digest
- Incentives and children's dietary choices: A field experiment in primary schoolsMichèle V. K. Belot, Jonathan James, Patrick J. Nolen · 2016 · Journal of Health Economics
- Considering the history of digital technologies in educationSarah Katherine Howard, Adrian Mozejko · 2015 · Cambridge University Press eBooks
- Designing Cooperative GamificationBenedikt Morschheuser, Alexander Maedche, Dominic Walter · 2017 · ACM Conference on Computer Supported Cooperative Work (CSCW)
- MEdit4CEP-Gam: A model-driven approach for user-friendly gamification design, monitoring and code generation in CEP-based systemsAlejandro Calderón, Juan Boubeta-Puig, Mercedes Ruiz · 2017 · Information and Software Technology
- What’s in the Game? Developing a Taxonomy of Gamification Concepts for Health AppsManuel Schmidt-Kraepelin, Scott Thiebes, Minh Chau Tran, Ali Sunyaev · 2018 · Hawaii International Conference on System Sciences (HICSS)
- A model of gameful design for learning using interactive tabletops: enactment and evaluation in the socio-emotional education classroomAndri Ioannou · 2018 · Educational Technology Research and Development
- An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomesMiralem Helmefalk · 2019 · International Journal of Serious Games
- Transformative gamification services for social behavior brand equity: a hierarchical modelAfshin Tanouri, Rory Francis Mulcahy, Rebekah Russell‐Bennett · 2019 · Journal of Service Theory and Practice
- Cybercompetitions: A survey of competitions, tools, and systems to support cybersecurity educationTyler Balon, Ibrahim Baggili · 2023 · Education and Information Technologies
- Enhancing Public Engagement in Architectural Design: A Comparative Analysis of Advanced Virtual Reality Approaches in Building Information Modeling and Gamification TechniquesAhmed Ehab, Gary Burnett, Tim Heath · 2023 · Buildings
- Gamification Equilibrium: The Fulcrum for Balanced Intrinsic Motivation and Extrinsic Rewards in Learning SystemsDah John, Norhayati Hussin, Muhamad Khairulnizam Zaini, Divine Senanu Ametefe, Abdulmalik Adozuka Aliu, Aziz Caliskan · 2023 · International Journal of Serious Games
- The impact of educational gamification on cognition, emotions, and motivation: a randomized controlled trialFranz Coelho, Belén Rando, David Aparício, Patrícia Cruz Pontífice Sousa Valente Ribeiro, Daniel Jorge Viegas Gonçalves, Ana María Abreu · 2025 · Journal of Computers in Education
- An Investigation of Gamification Typologies for Enhancing Learner MotivationBarryl Herbert, Darryl K. Charles, Adrian Moore, Therese Charles · 2014 · International Conference on Interactive Technologies and Games (ITAG)
- The Psychophysiology of Flow: A Systematic Review of Peripheral Nervous System FeaturesMichael Thomas Knierim, Raphael Rissler, Verena Dorner, Alexander Maedche, Christof Weinhardt · 2017 · Lecture notes in information systems and organisation
- Beyond Enjoyment: A Cognitive-Emotional Perspective of GamificationJeffrey K. Mullins, Rajiv Sabherwal · 2018 · Hawaii International Conference on System Sciences (HICSS)
- The convergence of smartphone apps, gamification and competition to increase cyclingJohann Weber, Mojdeh Azad, William W. Riggs, Christopher Cherry · 2018 · Transportation Research Part F Traffic Psychology and Behaviour
- An Adaptive Mobile Health System to Support Self-Management for Persons With Chronic Conditions and Disabilities: Usability and Feasibility StudiesI Made Agus Setiawan, Leming Zhou, Zakiy F. Alfikri, Andi Saptono, Andrea D. Fairman, Brad Edward Dicianno, Bambang Parmanto · 2019 · JMIR Formative Research
- A systematic review of digital badges in health care educationJulie A. Noyes, Patrick M. Welch, Jason W. Johnson, Kira J. Carbonneau · 2020 · Medical Education
- A gamified approach to promoting empathy in childrenPamela Saleme, Timo Dietrich, Bo Pang, Joy E. Parkinson · 2020 · Journal of Social Marketing
- PuzzleWalk: A theory-driven iterative design inquiry of a mobile game for promoting physical activity in adults with autism spectrum disorderBogoan Kim, Dae‐Hyoung Lee, Aehong Min, Seungwon Paik, Georgia C. Frey, Scott Bellini, Kyungsik Han, Patrick C. Shih · 2020 · PLoS ONE
- Examining community-level collaborative vs. competitive approaches to enhance household electricity-saving behaviorDevon Wemyss, Roberta Castri, Francesca Cellina, Vanessa De Luca, Evelyn Lobsiger-Kägi, Vicente Carabias-Hütter · 2018 · Energy Efficiency
- Empowering Expression for Users with Aphasia through Constrained CreativityTimothy Neate, Abi Roper, Stephanie Wilson, Jane Marshall · 2019 · CHI Conference on Human Factors in Computing Systems
- Comparison of the effect of reinforcement with question-answer and kahoot method on the success and motivation levels of nursing students: A quasi-experimental reviewGüzel Nur ARAS, Bahar Çiftçi · 2021 · Nurse Education Today
- Gamification approaches for open innovation implementation: A conceptual frameworkElena M. Gimenez‐Fernandez, Carmen Abril, Henning Breuer, Sune Gudiksen · 2021 · Creativity and Innovation Management
- Model-Driven Serious Game Development Integration of the Gamification Modeling Language GaML with UnityAmir Matallaoui, Philipp Herzig, Rüdiger Zarnekow · 2015 · Hawaii International Conference on System Sciences (HICSS)
- PERSONALITY BASED GAMIFICATION: HOW DIFFERENT PERSONALITIES PERCEIVE GAMIFICATIONDavid Codish, Gilad Ravid · 2014 · Journal of the Association for Information Systems
- Connect Me! Antecedents and Impact of Social Connectedness in Enterprise Social SoftwareMaurice Kügler, Sven Dittes, Stefan Smolnik, Alexander Richter · 2015 · Business & Information Systems Engineering
- Gamification as Motivation to Engage in Location-Based Public Participation?Sarah-Kristin Thiel, Peter Fröhlich · 2016 · Lecture notes in geoinformation and cartography
- A Wide View on GamificationDeise Albertazzi, Marcelo Gitirana Gomes Ferreira, Fernando Antônio Forcellini · 2018 · Technology Knowledge and Learning
- Comparison of a Gamified and Non-Gamified Virtual Reality Training Assembly TaskFabrizio Palmas, David Labode, David Alexander Plecher, Gudrun Klinker · 2019 · International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)
- Effects of Gamification in BCI Functional RehabilitationMartí de Castro-Cros, Marc Sebastián-Romagosa, Javier Rodríguez-Serrano, Eloy Opisso, Manel Ochoa, Rupert Ortner, Christoph Guger, Dani Tost · 2020 · Frontiers in Neuroscience
- Empowering vulnerable target groups with serious games and gamificationvan der Lubbe, L.M., Gerritsen, C., Klein, M.C.A., Hindriks, K.V. · 2021 · Entertainment Computing
- What Perception Do Students Have About the Gamification Elements?Miguel García Iruela, Raquel Hijón‐Neira · 2020 · IEEE Access
- Use of Gamification in Primary and Secondary Education: A Systematic Literature ReviewAna Vrcelj, Nataša Hoić-Božić, Martina Holenko Dlab · 2022 · International Journal of Educational Methodology
- Investigating teachers motivation to use ICT tools in higher educationRenée Schulz, Ghislain Maurice Norbert Isabwe, Frank Reichert · 2015 · Internet Technologies and Applications (ITA)
- Assessing Foreign Language Learning Through Mobile Game-Based Learning EnvironmentsManuel Palomo‐Duarte, Anke Berns, Alberto Cejas, Juan Manuel Dodero, Juan Antonio Caballero-Hernández, Iván Ruiz‐Rube · 2016 · International Journal of Human Capital and Information Technology Professionals
- Policy 2.0 Platform for Mobile Sensing and Incentivized Targeted Shifts in Mobility BehaviorIvana Cavar Semanjski, Angel J. Lopez, Johan De Mol, Sidharta Gautama · 2016 · Sensors
- Conceptual Framework of Microlearning-Based Training Mobile Application for Improving Programming SkillsJán Skalka, Martin Drlík · 2018 · Advances in intelligent systems and computing
- Assessing consumer literacy on financial complex productsLuís Filipe Rodrigues, Abílio Oliveira, Helena Rodrigues, Carlos José de Castro Costa · 2019 · Journal of Behavioral and Experimental Finance
- Analyzing the relationships between learners’ motivation and observable engaged behaviors in a gamified learning environmentÉlise Lavoué, Qinjie Ju, Stuart Hallifax, Audrey Serna · 2021 · International Journal of Human-Computer Studies
- Gamifying the gig: transitioning the dark side to bright side of online engagementAbhishek Behl, Pratima Amol Sheorey, Kokil Jain, Meena Chavan, Isha Jajodia, Zuopeng Zhang · 2021 · AJIS. Australasian journal of information systems/AJIS. Australian journal of information systems/Australian journal of information systems
- Gamification for Brand Value Co-Creation: A Systematic Literature ReviewMohamad Amir Merhabi, Panagiotis Petridis, Rushana Khusainova · 2021 · Information
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- RETRACTED: Capturing potential impact of challenge-based gamification on gamified quizzing in the classroomPunyawee Anunpattana, Mohd Nor Akmal Khalid, Hiroyuki Iida, Wilawan Inchamnan · 2021 · Heliyon · Retracted
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- VizItCards: A Card-Based Toolkit for Infovis Design EducationShiqing He, Eytan Adar · 2016 · IEEE Transactions on Visualization and Computer Graphics
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- A novel social gamified collaboration platform enriched with shop-floor data and feedback for the improvement of the productivity, safety and engagement in factoriesEvdoxia Eirini Lithoxoidou, Stefanos Doumpoulakis, Athanasios Tsakiris, Chrysovalantou Ziogou, Stelios Krinidis, Ioannis Paliokas, Dimosthenis Ioannidis, Konstantinos Votis, Spyros S. Voutetakis, Erion Elmasllari et al. · 2019 · Computers & Industrial Engineering
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- Project-, problem-, and inquiry-based learningPeter Albion · 2015 · Cambridge University Press eBooks
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- Success factors of online learning videosPrajakta Diwanji, Bindu Puthur Simon, Michael Marki, Safak Korkut, Rolf Dornberger · 2014 · International Conference on Interactive Mobile Communication, Technologies and Learning
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