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 601–700 of 1,015

  1. On the Understanding of Gamification in Blockchain Systems
    Reza M. Parizi, Ali Dehghantanha · 2018 · International Conference on Future Internet of Things and Cloud Workshops (FiCloudW)
  2. Exploring the relationships between gamification and motivational needs in technology design
    Jian Tang, Ping Zhang · 2018 · International Journal of Crowd Science
  3. Understanding student behavior and perceptions toward earning badges in a gamified MOOC
    Alejandro Ortega-Arranz, Erkan Er, A. Martínez-Monés, M. Bote-Lorenzo, J. Asensio-Pérez, J. A. Muñoz-Cristóbal · 2019 · Universal Access in the Information Society
  4. A Guide for Game-Design-Based Gamification
    Francisco J. Gallego-Durán, Carlos-José Villagrá Arnedo, Rosana Satorre Cuerda, Patricia Compañ, Rafael Molina-Carmona, Faraón Llorens Largo · 2019 · Informatics
  5. Aprendizaje Basado en Juegos (GBL) aplicado a la enseñanza de la matemática en educación superior. Una revisión sistemática de literatura
    Sergio Andres Zabala-Vargas, Dayan A. Ardila-Segovia, Lewis Herney García Mora, Bárbara de Benito Crosetti · 2020 · Formación universitaria
  6. The More, the Merrier? - How Adding and Removing Game Design Elements Impact Motivation and Performance in a Gamification Environment
    Christopher Groening, Carmen Binnewies · 2021 · International Journal of Human-Computer Interaction
  7. Meaningful gamification for psychological empowerment: exploring user affective experience mirroring in a psychological self-help system
    Manning Li, Patrick Y.K. Chau, Lin Ge · 2020 · Internet Research
  8. Gamifying Online Training in Management Education to Support Emotional Engagement and Problem-solving Skills
    Sofia Schöbel, Andreas Janson, Jan Marco Leimeister · 2022 · Organizational Behavior Teaching Review
  9. How enterprise social media affordances affect employee agility: a self-determination theory perspective
    Yuan Sun, Mengyi Zhu, Anand Jeyaraj · 2023 · Information Technology and People
  10. Gamification for sustainability: A systematic review of applications, trends, and opportunities
    Adrian A. Mabalay · 2024 · Computers in Human Behavior
  11. A Qualitative Investigation of Gamification: Motivational Factors in Online Gamified Services and Applications
    A. Rapp · 2015 · International Journal of Technology and Human Interaction
  12. OneUp: Supporting Practical and Experimental Gamification of Learning
    Darina Dicheva, Keith Irwin, Christo Dichev · 2018 · International Journal of Serious Games
  13. Empowering Citizens through Perceptual Sensing of Urban Environmental and Health Data Following a Participative Citizen Science Approach
    Manuel Ottaviano, María Eugénia Beltrán, José Gabriel Teriús-Padrón, Rebeca I. García-Betances, Sergio González-Martínez, Gloria Cea, Cecilia Vera‐Muñoz, María Fernanda Cabrera-Umpiérrez, María Teresa Arredondo · 2019 · Sensors
  14. Scientific Mapping of Gamification in Web of Science
    Jesús López-Belmonte, María Elena Parra González, Adrián Segura Robles, Santiago Pozo Sánchez · 2020 · European Journal of Investigation in Health Psychology and Education
  15. Intensive online videogame involvement: A new global idiom of wellness and distress
    Snodgrass, Jeffrey G., Dengah, H. J. François, Polzer, Evan, Else, Robert · 2019 · Transcultural Psychiatry
  16. Gamification Design Patterns for User Engagement
    Serafeim A. Triantafyllou, Christos K. Georgiadis · 2022 · Informatics in Education
  17. Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale
    Jeanine Krath, Maximilian Altmeyer, Gustavo Fortes Tondello, Lennart E. Nacke · 2023 · CHI Conference on Human Factors in Computing Systems
  18. Explaining the Outcomes of Social Gamification: A Longitudinal Field Experiment
    Jun Zhang, Qiqi Jiang, Wenping Zhang, Lele Kang, Paul Benjamin Lowry, Xiong Zhang · 2023 · Journal of Management Information Systems
  19. Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours
    Paula Bitrián, I. Buil, Sara Catalán, Dominik Merli · 2024 · Journal of business research
  20. Towards tangible gamified co-design at school
    Gabriella Dodero, Rosella Gennari, Alessandra Melonio, Santina Torello · 2014 · Annual Symposium on Computer-Human Interaction in Play
  21. Gamification for software process improvement: a practical approach
    Eduardo Herranz, Javier García Guzmán, Antonio de Amescua Seco, Xabier Larrucea · 2018 · IET Software
  22. Gamifying a Simulation: Do a Game Goal, Choice, Points, and Praise Enhance Learning?
    Cyril Brom, Tereza Stárková, Edita Bromová, Filip Děchtěrenko · 2018 · Journal of Educational Computing Research
  23. Exploring Learners Experience of Gamified Practicing: For Learning or for Fun?
    Darina Dicheva, Keith Irwin, Christo Dichev · 2019 · International Journal of Serious Games
  24. How to Engage with Sustainability Issues We Rarely Experience? A Gamification Model for Collective Awareness Platforms in Water-Related Sustainability
    Ksenia Koroleva, Jasminko Novak · 2020 · Sustainability
  25. The Role of Gamification in Health Behavior Change: A Review of Theory-driven Studies
    Manuel Schmidt-Kraepelin, Simon Warsinsky, Scott Thiebes, Ali Sunyaev · 2020 · Hawaii International Conference on System Sciences (HICSS)
  26. Gamifying knowledge sharing in humanitarian organisations: a design science journey
    Adrian Holzer, Bruno Kocher, Samuel Bendahan, Isabelle Vonèche Cardia, Jorge Mazuze, Denis Gillet · 2020 · European Journal of Information Systems
  27. Effects of structural and trait competitiveness stimulated by points and leaderboards on user engagement and performance growth: A natural experiment with gamification in an informal learning environment
    Laura Amo, Ruochen Liao, Rajiv Kishore, Hejamadi Raghav Rao · 2020 · European Journal of Information Systems
  28. ChamberBreaker: Mitigating the Echo Chamber Effect and Supporting Information Hygiene through a Gamified Inoculation System
    Youngseung Jeon, Bogoan Kim, Aiping Xiong, Dongwon Lee, Kyungsik Han · 2021 · Proceedings of the ACM on Human-Computer Interaction
  29. Why Should I Play This Game? The Role of Motivation in Smart Pedagogy
    Polyxeni Kaimara, Ioannis Deliyannis · 2018 · Springer eBooks
  30. Moving beyond cyber security awareness and training to engendering security knowledge sharing
    Saad Alahmari, Karen Renaud, Inah Omoronyia · 2022 · Information Systems and e-Business Management
  31. Gamification of an n-back working memory task – Is it worth the effort? An EEG and eye-tracking study
    Christian Scharinger, Laura Prislan, Katharina Bernecker, Manuel Ninaus · 2023 · Biological Psychology
  32. From Virtual Trees to Real Forests: The Impact of Gamification Affordances on Green Consumption Behaviors in Ant Forest
    Shuang Chen, Bin Li, Qi Zhou, Hui Liu · 2023 · Environmental Communication
  33. Engaging the Crowd of Stakeholders in Requirements Engineering via Gamification
    Fabiano Dalpiaz, Remco Snijders, Sjaak Brinkkemper, Mahmood Hosseini, Alimohammad Shahri, Raian Ali · 2016 · Progress in IS
  34. An ethnographic study of packaging-free purchasing: designing an interactive system to support sustainable social practices
    Amon Rapp, Alessandra Marino, Rossana Simeoni, Federica Cena · 2017 · Behaviour and Information Technology
  35. Educational Gamification Based on Personality
    Mouna Denden, Ahmed Tlili, Fathi Essalmi, Mohamed Jemni · 2017 · IEEE/ACS International Conference on Computer Systems and Applications (AICCSA)
  36. Goal achievement, subsequent user effort and the moderating role of goal difficulty
    Dominik Gutt, Tobias von Rechenberg, Dennis Kundisch · 2018 · Journal of Business Research
  37. Exploring the use of arcade game elements for attitude change: Two studies in the aviation safety domain
    Luca Chittaro, Fabio Buttussi · 2018 · International Journal of Human-Computer Studies
  38. Gamification and Serious Games in a Healthcare Informatics Context
    Robin De Croon, Davina Wildemeersch, Joris Wille, Katrien Verbert, Vero Vanden Abeele · 2018 · IEEE International Conference on Healthcare Informatics (ICHI)
  39. Gamification vs. Privacy: Identifying and Analysing the Major Concerns
    Aikaterini–Georgia Mavroeidi, Angeliki Kitsiou, Christos Kalloniatis, Stefanos Gritzalis · 2019 · Future Internet
  40. Understanding the Effects of Gamification and Juiciness on Players
    Kieran Hicks, Kathrin Gerling, Graham Richardson, Tom Pike, Oliver H. P. Burman, Patrick Dickinson · 2019 · IEEE Conference on Games (CoG)
  41. Cognitive Correlates of Computational Thinking
    Katerina Tsarava, Luzia Leifheit, Manuel Ninaus, ‪Marcos Román-González‬, Martin V. Butz, Jessika Golle, Ulrich Trautwein, Korbinian Moeller · 2019 · Workshop in Primary and Secondary Computing Education
  42. Gamification Acceptance for Learners with Different E-Skills
    Aliki Panagiotarou, Y. Stamatiou, C. Pierrakeas, A. Kameas · 2020 · International Journal of Learning, Teaching and Educational Research
  43. Potential and effects of personalizing gameful fitness applications using behavior change intentions and Hexad user types
    Maximilian Altmeyer, Pascal Lessel, Subhashini Jantwal, Linda Müller, Florian Daiber, Antonio Krüger · 2021 · User Modeling and User-Adapted Interaction
  44. Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs That Promote Higher-Order Thinking during Pandemic Instruction
    Wendy A. Dustman, Sharon King‐Keller, Rolando Marquez · 2021 · Journal of Microbiology and Biology Education
  45. Gamification in software engineering: the mediating role of developer engagement and job satisfaction
    Klaas-Jan Stol, Mario Schaarschmidt, Shelly Goldblit · 2021 · Empirical Software Engineering
  46. How Personalization Affects Motivation in Gamified Review Assessments
    Luiz Rodrigues, Paula T. Palomino, Armando M. Toda, Ana Carolina Tomé Klock, Marcela Pessoa, Filipe Dwan Pereira, Elaine Oliveira, David F. Oliveira, Alexandra Ioana Cristea, Isabela Gasparini et al. · 2023 · International Journal of Artificial Intelligence in Education
  47. Mixed Reality, Gamified Presence, and Storytelling for Virtual Museums
    George Papagiannakis, Efstratios Geronikolakis, Maria Pateraki, Víctor Manuel López-Menchero Bendicho, Michael Tsioumas, Stella Sylaiou, Fotis Liarokapis, Athina Grammatikopoulou, Kosmas Dimitropoulos, Nikolaos Grammalidis et al. · 2018 · Encyclopedia of Computer Graphics and Games
  48. Gamification in a Physical Activity App: What Gamification Features Are Being Used, by Whom, and Does It Make a Difference?
    Carol Ann Maher, Tim Olds, Corneel Vandelanotte, Ronald Cyril Plotnikoff, Sarah Martine Edney, Jillian Claire Ryan, Ann DeSmet, Rachel Curtis · 2022 · Games for Health Journal
  49. Altruism or egoism – how do game features motivate cooperation? An investigation into user we-intention and I-intention
    Marc Riar, Benedikt Morschheuser, Rüdiger Zarnekow, Juho Hamari · 2023 · Behaviour and Information Technology
  50. A gamification approach for enhancing older adults' technology adoption and knowledge transfer: A case study in mobile payments technology
    Siyang An, Chi Fai Cheung, Kelvin Wayne Willoughby · 2024 · Technological Forecasting and Social Change
  51. Unlocking student engagement and achievement: The impact of leaderboard gamification in online formative assessment for engineering education
    Harun Çiğdem, Mustafa Öztürk, Yusuf Karabacak, Nuri ATİK, Serkan Gürkan, Mevlana Halit Aldemir · 2024 · Education and Information Technologies
  52. The human touch in AI: optimizing language learning through self-determination theory and teacher scaffolding
    Ma Yi, Mingyang Chen · 2025 · Frontiers in Psychology
  53. Cogent: Case Study of Meaningful Gamification in Education with Virtual Currency
    Yang Chen, Terry L. Burton, Mihaela Vorvoreanu, David Whittinghill · 2015 · International Journal of Emerging Technologies in Learning (iJET)
  54. Gamification designs in Wearable Enhanced Learning for healthy ageing
    Ilona Buchem, Agathe Merceron, Joern Kreutel, Marten Haesner, Anika Steinert · 2015 · International Conference on Interactive Mobile Communication, Technologies and Learning
  55. Gamiware: A Gamification Platform for Software Process Improvement
    Eduardo Herranz, Ricardo Colomo‐Palacios, Antonio de Amescua Seco · 2015 · Communications in computer and information science
  56. Talent development gamification in talent selection assessment centres
    Carole Tansley, Ella Hafermalz, Kristine Dery · 2016 · European journal of training and development
  57. An Introduction to the Gameful World
    Steffen P. Walz, Sebastian Deterding · 2015 · The MIT Press eBooks
  58. The QuitIT Coping Skills Game for Promoting Tobacco Cessation Among Smokers Diagnosed With Cancer: Pilot Randomized Controlled Trial
    Paul M. Krebs, Jack E. Burkhalter, Jeffrey Fiske, Herbert Snow, Elizabeth Schofield, Michelle Iocolano, Sarah P. Borderud, Jamie S. Ostroff · 2018 · JMIR mhealth and uhealth
  59. Herramientas de gamificación para el aprendizaje de ciencias de la tierra
    Isabel Sonsoles de Soto García · 2018 · Edutec Revista Electrónica de Tecnología Educativa
  60. Gamified experimental physics classes: a promising active learning methodology for higher education
    Freerik Forndran, Carlos Renato Zacharias · 2019 · European Journal of Physics
  61. Gamification in Computer Science Education: a Systematic Literature Review
    Mourya Reddy Narasareddygari, Gursimran Walia, Alex Radermacher · 2020 · ASEE Annual Conference & Exposition
  62. Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects
    Manuel Schmidt-Kraepelin, Scott Thiebes, Stefan Stepanovic, Tobias Mettler, Ali Sunyaev · 2019 · SERVAL (Université de Lausanne)
  63. Students’ Acceptance and Tracking of a New Container-Based Virtual Laboratory
    Llanos Tobarra, Antonio Robles-Gómez, Rafael Pastor, Roberto Hernández, Andrés Duque, Jesús Cano · 2020 · Applied Sciences
  64. How Gamification Affects Software Developers: Cautionary Evidence from a Natural Experiment on GitHub
    Lukas Moldon, M. Strohmaier, Johannes Wachs · 2020 · International Conference on Software Engineering
  65. The Unobserved Heterogeneneous Influence of Gamification and Novelty-Seeking Traits on Consumers’ Repurchase Intention in the Omnichannel Retailing
    Cheong Ghil Kim, Francis Joseph Costello, Kun Chang Lee · 2020 · Frontiers in Psychology
  66. Enhancing early numeracy skills with a tablet-based math game intervention: a study in Tanzania
    Hye Kyung Lee, Ahram Choi · 2020 · Educational Technology Research and Development
  67. Design, implementation, and evaluation of a game-based application for aiding chemical engineering and chemistry students to review the organic reactions
    José Nunes da Silva, Mary Anne Sousa Lima, Antônia Torres Ávila Pimenta, Fátima Miranda Nunes, Álvaro Carvalho Monteiro, Ulisses Silva de Sousa, Antônio José Melo Leite, Dávila Zampieri, Francisco Serra Oliveira Alexandre, Ulisses Silva de Sousa et al. · 2020 · Education for Chemical Engineers
  68. Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers
    Inês Araújo, Ana Amélia Amorim Carvalho · 2022 · Education Sciences
  69. Analyzing the Impact of a Gamification Approach on Primary Students’ Motivation and Learning in Science Education
    Stamatios Papadakis, Alkinoos-Ioannis Zourmpakis, Michail Kalogiannakis · 2023 · Lecture notes in networks and systems
  70. The ever-changing business of e-commerce-net benefits while designing a new platform for small companies
    Pedro Costa, Helena Rodrigues · 2023 · Review of Managerial Science
  71. Immersive multi-modal pedagogical conversational artificial intelligence for early childhood education: An exploratory case study in the wild
    Sinem Aslan, Lenitra Durham, Neşe Alyüz, Eda Okur, Sangita Sharma, Celal Savur, Lama Nachman · 2024 · Computers and Education Artificial Intelligence
  72. See Widely, Think Wisely: Toward Designing a Generative Multi-agent System to Burst Filter Bubbles
    Yu Zhang, Jingwei Sun, Li Feng, Cen Yao, Mingming Fan, Liuxin Zhang, Qianying Wang, Xin Geng, Yong Rui · 2024 · CHI Conference on Human Factors in Computing Systems
  73. Gamification of Older Adults’ Physical Activity: An Eight-Week Study
    Dennis L. Kappen, Pejman Mirza-Babaei, Lennart E. Nacke · 2018 · Hawaii International Conference on System Sciences (HICSS)
  74. Should We Play Games Where Energy Is Concerned? Perceptions of Serious Gaming as a Technology to Motivate Energy Behaviour Change among Social Housing Residents
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  75. Does Personality Affect Students' Perceived Preferences for Game Elements in Gamified Learning Environments?
    Mouna Denden, Ahmed Tlili, Fathi Essalmi, Mohamed Jemni · 2018 · IEEE International Conference on Advanced Learning Technologies (ICALT)
  76. Use of In-Game Rewards to Motivate Daily Self-Report Compliance: Randomized Controlled Trial
    Sara Taylor, Craig Ferguson, Fengjiao Peng, Magdalena Schoeneich, Rosalind W. Picard · 2018 · Journal of Medical Internet Research
  77. Analyzing Gamification Impact on a Mastery Learning Introductory Programming Course
    Rafael Guerra de Pontes, Dalton Guerrero, Jorge C. A. de Figueiredo · 2019 · ACM Technical Symposium on Computer Science Education (SIGCSE)
  78. Pendekatan Gamifikasi dalam Pembelajaran Bahasa Arab
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  79. Principles of gamification for Internet interventions
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  80. Social norm-based gamification to promote eco-friendly food choice
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  81. A meta-analysis for comparing effective teaching in clinical education
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  82. Social stress and performance in human-machine interaction: a neglected research field
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  83. The discursive construction of the gamification of journalism
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  84. Gamification in Software Engineering: A literature Review
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  85. Flipped Learning
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  86. Gamification in preschool science education
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  87. Correcting Misconceptions About Gamification of Assessment: More Than SJTs and Badges
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  88. Extending the UTAUT Model of Gamified English Vocabulary Applications by Adding New Personality Constructs
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  89. The Effect of Mental Health App Customization on Depressive Symptoms in College Students: Randomized Controlled Trial
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  90. A course gamification platform supporting student motivation and engagement
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  91. Information system users’ creativity
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  92. A Model to Investigate Preference for Use of Gamification in a Learning Activity
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  93. Gamification in Requirements Engineering: A Systematic Review
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  97. A Descriptive Literature Review and Classification Framework for Gamification in Information Systems
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  98. From Points to Progression: A Scoping Review of Game Elements in Gamification Research with a Content Analysis of 280 Research Papers
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  99. Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment
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