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 701–800 of 1,015
- Ranking Practices and Distinction in League of LegendsYubo Kou, Xinning Gui, Yong Ming Kow · 2016 · Annual Symposium on Computer-Human Interaction in Play
- The greatest battle is within ourselves: An experiment on the effects of competition alone on task performanceRichard N. Landers, Andrew B. Collmus, Hayden Williams · 2018 · International Journal of Human-Computer Studies
- Density-Based Outlier Detection for Safeguarding Electronic Patient Record SystemsAaron Boddy, William Hurst, Michael Mackay, Abdennour El Rhalibi · 2019 · IEEE Access
- Gameful Design Heuristics: A Gamification Inspection ToolGustavo Fortes Tondello, Dennis L. Kappen, Marim Ganaba, Lennart E. Nacke · 2019 · Lecture notes in computer science
- Gamification experience in the subject of descriptive geometry for architectureAntonio Álvaro Tordesillas, Marta Alonso Rodríguez, Irene Poza-Casado, Noelia Galván Desvaux · 2019 · Educación XX1
- Gamification in management education - A literature mappingRui Silva, Ricardo Gouveia Rodrigues, Carmem Teresa Pereira Leal · 2019 · Education and Information Technologies
- Good gamers, good managers? A proof-of-concept study with Sid Meier’s CivilizationAlexander Simons, Isabell Wohlgenannt, Markus Weinmann, Stefan Fleischer · 2020 · Review of Managerial Science
- Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping ReviewJannie Toft Damsgaard Nørlev, Katrine Sondrup, Christina Derosche, Ole Kristian Hejlesen, Stine Hangaard · 2021 · Journal of Diabetes Science and Technology
- Gamified Wearable Fitness Tracker for Physical Activity: A Comprehensive Literature ReviewInje Cho, Kyriaki Kiki Kaplanidou, Shintaro Sato · 2021 · Sustainability
- Assessing the Effects of Gamification on Enhancing Information Security Awareness KnowledgeTienhua Wu, Kuang-You Tien, Wei-Chih Hsu, Fu-Hsiang Wen · 2021 · Applied Sciences
- Systematic literature review on gamified professional training among employeesJazihan Mahat, Norlidah Alias, Farrah Dina Yusop · 2022 · Interactive Learning Environments
- How to Use Gamified Dashboards and Learning Analytics for Providing Immediate Student Feedback and Performance Tracking in Higher EducationSara de Freitas, David Gibson, Víctor Manuel Álvarez García, Leah Irving, Kam Star, Sven Charleer, Katrien Verbert · 2017 · International World Wide Web Conference (WWW)
- Cognitive prostheses for goal achievementLieder, Falk, Chen, Owen X., Krueger, Paul M., Griffiths, Thomas L. · 2019 · Nature Human Behaviour
- Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student EngagementDe Santo, Alessio, Farah, Juan Carlos, Martinez, Marc Lafuente, Moro, Arielle, Bergram, Kristoffer, Purohit, Aditya Kumar, Felber, Pascal, Gillet, Denis, Holzer, Adrian · 2022 · IEEE Transactions on Learning Technologies
- Improving Phishing Reporting Using Security GamificationMatthew L. Jensen, Ryan T. Wright, Alexandra Durcikova, Shamya Karumbaiah · 2022 · Journal of Management Information Systems
- Rising gamification in health education: A bibliometric studyMetin Yıldız, Mehmet Yıldız, Ahsen Demirhan Kayacık · 2024 · Nurse Education in Practice
- InHeritage—A Gamified Mobile Application with AR and VR for Cultural Heritage Preservation in the MetaversePaula Srdanović, Tibor Skala, Marko Maričević · 2024 · Applied Sciences
- Increasing Intranet Usage through Gamification -- Insights from an Experiment in the Banking IndustryBenedikt Morschheuser, Christian Henzi, Rainer Alt · 2015 · Hawaii International Conference on System Sciences (HICSS)
- Gamified probes for cooperative learning: a case studyRosella Gennari, Alessandra Melonio, Santina Torello · 2016 · Multimedia Tools and Applications
- Gamification in the Business Communication CourseJennifer R. Veltsos · 2017 · Business and Professional Communication Quarterly
- Ludificación y sus posibilidades en el entorno de blended learning: revisión documentalÁngel Torres-Toukoumidis, Luis M. Romero-Rodríguez, María Amor Pérez Rodríguez · 2017 · RIED Revista Iberoamericana de Educación a Distancia
- I'll Be BackZhiyuan Jerry Lin, Tim Althoff, Jure Leskovec · 2018 · International World Wide Web Conference (WWW)
- Game-based learning in mechanical engineering education: Case study of games-based learning application in computer aided design assemblyMike Mavromihales, Violeta Holmes, Radu Răcăşăn · 2018 · International Journal of Mechanical Engineering Education
- Gamification for Self-TrackingAmon Rapp · 2018 · CHI Conference on Human Factors in Computing Systems
- Combining Behavior Change Intentions and User Types to Select Suitable Gamification Elements for Persuasive Fitness SystemsMaximilian Altmeyer, Pascal Lessel, Linda Müller, Antonio Krüger · 2019 · Lecture notes in computer science
- GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring SystemsDermeval, Diego, Albuquerque, Josmário, Bittencourt, Ig Ibert, Isotani, Seiji, Silva, Alan Pedro, Vassileva, Julita · 2019 · Frontiers in Artificial Intelligence
- Gamification as a Supportive Tool for School Children with DyslexiaPaweł Dymora, Karol Niemiec · 2019 · Informatics
- Gamification in Genetics: Effects of Gamified Instructional Materials on the STEM Students’ Intrinsic MotivationAaron Aytona Funa, Renz Alvin E. Gabay, Jhonner D. Ricafort · 2021 · Jurnal Pendidikan IPA Indonesia
- Stimulating Suspense in Gamified Virtual Reality Sports: Effect on Flow, Fun, and Behavioral IntentionJun-Phil Uhm, Sang-Hoon Kim, Hyun–Woo Lee · 2022 · International Journal of Human-Computer Interaction
- The Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher EducationChitra Balakrishna · 2023 · Education Sciences
- The Impact of Gamification on Student Motivation and Engagement: An Empirical StudyHamadah Alsadoon · 2023 · Dirasat: Educational Sciences
- Exploring the Impact of Virtual Reality and Augmented Reality Technologies in Sustainability Education on Green Energy and Sustainability Behavioral Change: A Qualitative AnalysisSunder Kala Negi · 2024 · Procedia Computer Science
- Gamification – A Novel Phenomenon or a New Wrapping for Existing Concepts?An Bui, Daniel J Veit, Jane Webster · 2015 · OPUS (Augsburg University)
- Gamification Challenges and a Case Study in Online LearningDarren Wilson, Cynthia M. Calongne, Brook Henderson · 2015 · Internet learning
- TQM, games design and the implications of integration in Industry 4.0 systemsAlison Beard-Gunter, David Geraint Ellis, Pauline Anne Found · 2019 · International Journal of Quality and Service Sciences
- Screening risk of dyslexia through a web-game using language-independent content and machine learningMaria Rauschenberger, Ricardo A. Baeza-Yates, Luz Rello · 2020 · International Web for All Conference (W4A)
- Kahoot! as a Tool to Improve Student Academic Performance in Business Management SubjectsRocío Martínez Jiménez, Cristina Pedrosa Ortega, Ana Licerán Gutiérrez, Carmen Ruíz Jiménez, Elia García Martí · 2021 · Sustainability
- The impact of serious games in mathematics fluency: A study in Primary EducationFernando Fraga Varela, Esther Vila Couñago, Esther Martínez Piñeiro · 2021 · Comunicar
- A Systematic Review of the Effect of Gamification on Adherence Across DisciplinesRobin De Croon, Jonas Geuens, Katrien Verbert, Vero Vanden Abeele · 2021 · Lecture notes in computer science
- Leaderboards in an EFL course: Student performance and motivationAndrew Philpott, Jeong‐Bae Son · 2022 · Computers & Education
- Evaluating the Impact of Adaptive Personalized Goal Setting on Engagement Levels of Government Staff With a Gamified mHealth Tool: Results From a 2-Month Randomized Controlled Trial2021
- Immediate and enduring effects of digital badges on online content consumption and generationShijie Lu, Ying Xie, Xingyu Chen · 2022 · International Journal of Research in Marketing
- Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, ThailandSuepphong Chernbumroong, Pakinee Ariya, Suratchanee Yolthasart, Natchaya Wongwan, Kannikar Intawong, Kitti Puritat · 2024 · Heritage
- Integrating Virtual Reality, Augmented Reality, Mixed Reality, Extended Reality, and Simulation-Based Systems into Fire and Rescue Service Training: Current Practices and Future DirectionsDušan Hancko, Andrea Majlingová, Danica Kačíková · 2025 · Fire
- Using Shortlists to Support Decision Making and Improve Recommender System PerformanceTobias Schnabel, Paul N. Bennett, Susan Dumais, Thorsten Joachims · 2016 · International World Wide Web Conference (WWW)
- Gamification – Vorgehen und AnwendungStefan Stieglitz · 2015 · HMD Praxis der Wirtschaftsinformatik
- Gamification of Exercise and Fitness using Wearable Activity TrackersZhao Zhao, Seyed Ali Etemad, Ali Arya · 2015 · Advances in intelligent systems and computing
- The effect of badges on the engagement of students with special educational needs: A case studyOurania Sitra, Vangelis Katsigiannakis, Charalampos Karagiannidis, Sofia Mavropoulou · 2017 · Education and Information Technologies
- Development and pilot evaluation of a clinic-based mHealth app referral service to support adult cancer survivors increase their participation in physical activity using publicly available mobile appsCamille E. Short, Amy Finlay, Ilea Sanders, Carol Ann Maher · 2018 · BMC Health Services Research
- Wearables for LearningBrittany Garcia, Sharon Lynn Chu, Beth Nam, Colin Banigan · 2018 · CHI Conference on Human Factors in Computing Systems
- Are We Having Fun Yet? Misapplying Motivation to GamificationKevin Loughrey, Daire Ó Broin · 2018 · IEEE Games, Entertainment, Media Conference (GEM)
- Gaming como Instrumento Educativo para una Educación en Competencias Digitales desde los Academic Skills CentresMiguel Ángel Marzal García-Quismondo, Eduardo Cruz-Palacios · 2018 · Revista General de Información y Documentación
- Valoración y evaluación de los Aprendizajes Basados en Juegos (GBL) en contextos e-learningÁngel Torres-Toukoumidis, María Soledad, Luis M. Romero-Rodríguez · 2019 · Education in the Knowledge Society (EKS)
- Gamification as a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United StatesIryna M. Zvarych, Світлана Калаур, Nataliya M. Prymachenko, І. В. Ромащенко, Oksana Romanyshyna · 2019 · European Journal of Educational Research
- Evaluating the effect of gamification on the deployment of digital cultural probes for childrenInmaculada Rodríguez, Anna Puig, Dolça Tellols, K. Samsó · 2020 · International Journal of Human-Computer Studies
- Troubadour: A Gamified e-Learning Platform for Ear TrainingMatevž Pesek, Žiga Vučko, Peter Šavli, Alenka Kavčič, Matija Marolt · 2020 · IEEE Access
- From Elements to Structures: An Agenda for Organisational GamificationAli Khan, Farzam Boroomand, Jane Webster, Xerxes Minocher · 2020 · European Journal of Information Systems
- Effects of Uncertainty Visualization on Map-Based Decision Making Under Time PressureM. Korporaal, Ian T. Ruginski, S. Fabrikant · 2020 · Frontiers of Computer Science
- Game Elements and Instruments for Assessing Nursing Students' Experiences in Learning Clinical Reasoning by Using Simulation Games: An Integrative ReviewSara Havola, Jaana‐Maija Koivisto, Henna Mäkinen, Elina Haavisto · 2020 · Clinical Simulation in Nursing
- From Smart City to Smart Citizen: Rewarding Waste Recycle by Designing a Data-Centric IoT based Garbage Collection ServiceLeonardo Pelonero, Andrea Fornaia, Emiliano Tramontana · 2020 · IEEE International Conference on Smart Computing
- Digital well-being under pandemic conditions: catalysing a theory of online flourishingMatthew Dennis · 2021 · Ethics and Information Technology
- Designing gamified rewards to encourage repeated app selection: Effect of reward placementDiego Garaialde, Anna Louise Cox, Benjamin R. Cowan · 2021 · International Journal of Human-Computer Studies
- Gamification in freight transportation: extant corpus and future agendaAna Carolina Tomé Klock, Eetu Wallius, Juho Hamari · 2021 · International Journal of Physical Distribution & Logistics Management
- Psychometric investigation of the gamification Hexad user types scale in Brazilian PortugueseAna Cláudia Guimarães Santos, Wilk Oliveira, Maximilian Altmeyer, Juho Hamari, Seiji Isotani · 2022 · Scientific Reports
- Idolizing the nation: Chinese fandom nationalism through the Fangirl ExpeditionYuyi Zhuang, Songge Huang, Chao Chen · 2022 · Chinese Journal of Communication
- The Guilded Classroom: Using Gamification to Engage and Motivate UndergraduatesJulia Gressick, Joel B. Langston · 2017 · Journal of the Scholarship of Teaching and Learning
- Fostering Engagement with Gamification: Review of Current Practices on Online Learning PlatformsAnna Hansch, Christopher Newman, Thomas A. Schildhauer · 2015 · SSRN Electronic Journal
- Reason against the machine? Future directions for mass online deliberationRuth Shortall, Anatol Valerian Itten, Michiel van der Meer, Pradeep Kumar Murukannaiah, Catholijn M. Jonker · 2022 · Frontiers in Political Science
- Trends and gaps in empirical research on gamification in science education: A systematic review of the literatureMuteeb Alahmari, Malek Turki Jdaitawi, Abeer Rasheed, Rania Mohammed Abduljawad, Elham Taha Hussein, Mohammad Ahmad Alzahrani, Noha Awad · 2023 · Contemporary Educational Technology
- Pre-service teachers’ perception of active learning methodologies in history: Flipped classroom and gamification in an e-learning environmentElena Carrión Candel, Cristina De-la-peña, Beatriz Chaves Yuste · 2023 · Education and Information Technologies : Official Journal of the IFIP technical committee on Education
- Gamifying ResearchSebastian Deterding, Alessandro Canossa, Casper Harteveld, Seth Cooper, Lennart E. Nacke, Jennifer R. Whitson · 2015 · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA)
- Success Factors of Online Learning VideosSafak Korkut, Rolf Dornberger, Prajakta Diwanji, Bindu Puthur Simon, Michael Maerki · 2015 · International Journal of Interactive Mobile Technologies (iJIM)
- Towards sustainable mobility behavior: research challenges for location-aware information and communication technologyPaul Weiser, Simon Scheider, Dominik Bucher, Peter Kiefer, Martin Raubal · 2016 · GeoInformatica
- A Practical Experience on the Use of Gamification in MOOC Courses as a Strategy to Increase MotivationMiguel Morales, Héctor R. Amado-Salvatierra, Rocael Hernández, Johanna Pirker, Christian Gütl · 2016 · Communications in computer and information science
- Gamification - A Structured AnalysisAlke Martens, Wolfgang Müller · 2016 · IEEE International Conference on Advanced Learning Technologies (ICALT)
- Impact of Gamification on Users Knowledge-Sharing Practices: Relationships between Work Motivation, Performance Expectancy and Work EngagementMario Silić, Andrea Bäck · 2017 · Hawaii International Conference on System Sciences (HICSS)
- Children’s Motives to Start, Continue, and Stop Playing Video Games: Confronting Popular Theories with Real-World ObservationsAntonius J. van Rooij, Rowan Daneels, Sien Liu, Sarah Anrijs, Jan VAN LOOY · 2017 · Current Addiction Reports
- Exploring the world through small green stepsAnnapaola Marconi, Gianluca Schiavo, Massimo Zancanaro, Giuseppe Valetto, Marco Pistore · 2018 · International Conference on Advanced Visual Interfaces (AVI)
- A Review of Research on Gamification Approach in EducationSenay Kocakoyun, Fezile Özdamlı · 2018 · InTech eBooks
- Learn+Fun! Social Media and Gamification sum up to Foster a Community of Practice during an Emergency Medicine RotationTiago De Araujo Guerra Grangeia, Bruno de Jorge, Dario Cecílio‐Fernandes, René A. Tio, Carvalho Filho · 2018 · Health Professions Education
- Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubersMaria Törhönen, Lobna Hassan, Max Sjöblom, Juho Hamari · 2019 · Hawaii International Conference on System Sciences (HICSS)
- Gamification inducing creative ideation: a parallel mediation modelK.S. Nivedhitha, A. K. Sheik Manzoor · 2019 · Behaviour and Information Technology
- Variation in rural household energy transitions for basic lighting in IndiaElise Harrington, Ameya Athavankar, David Hsu · 2019 · Renewable and Sustainable Energy Reviews
- Cyber-Hero: A Gamification framework for Cyber Security Awareness for High Schools StudentsHani Qusa, Jumana Tarazi · 2021 · IEEE Annual Computing and Communication Workshop and Conference (CCWC)
- Leaderboard Positions and Stress—Experimental Investigations into an Element of GamificationMarc Schlömmer, Teresa Spieß, Stephan Schlögl · 2021 · Sustainability
- Examining Essential Flow Antecedents to promote students’ Self-Regulated Learning and Acceptance of Use in a Game-Based Learning classroomKelvin Wan, Vivian King, Kevin Chan · 2021 · The Electronic Journal of e-Learning
- Adaptive and Personalized Gamification Designs: Call for Action and Future ResearchSofia Schöbel, Manuel Schmidt-Kraepelin, Andreas Janson, Ali Sunyaev · 2021 · AIS Transactions on Human-Computer Interaction
- Autonomy and new modes of control in digital work contexts – a mixed-methods study of driving professions in food logisticsCaroline Ruiner, Matthias Klumpp · 2022 · Employee Relations
- Gamification, Online Learning and Motivation: A Quantitative and Qualitative Analysis in Higher EducationMilagros Torrado Cespón, José María Díaz Lage · 2022 · Contemporary Educational Technology
- How leaderboard positions shape our motivation: the impact of competence satisfaction and competence frustration on motivation in a gamified crowdsourcing taskKibbeum Na, Kwang-hee Han · 2023 · Internet Research
- Creating wheelchair-controlled video games: Challenges and opportunities when involving young people with mobility impairments and game design expertsKathrin Gerling, Conor Linehan, Ben J. Kirman, Michael R. Kalyn, Adam B. Evans, Kieran Hicks · 2015 · International Journal of Human-Computer Studies
- Get Your Head in the Game: Using Gamification in Business Education to Connect with Generation YSonja Martin Poole, Elyria Kemp, Kim H. Williams, Lauri Patterson · 2014 · USF Scholarship Repository (University of San Francisco)
- Gamification of online surveysJohannes Harms, Christoph Wimmer, Karin Kappel, Thomas Grechenig · 2014 · Nordic Conference on Human-Computer Interaction
- From Likert scales to images: Validating a novel creativity measure with image based response scalesFranziska Leutner, Adam Yearsley, Sonia‐Cristina Codreanu, Yossi Borenstein, Gorkan Ahmetoglu · 2016 · Personality and Individual Differences
- Digital Game-Based Technology for English Language Learning in Preschools and Primary Schools: A Systematic AnalysisCatherine Akoth Ongoro, Yong‐Yi Fanjiang · 2023 · IEEE Transactions on Learning Technologies
- Maybe we’ve got it wrong. An experimental evaluation of self-determination and Flow Theory in gamificationJared R. Chapman, Tanner B. Kohler, Peter Jacob Rich, Angela Trego · 2023 · Journal of Research on Technology in Education
- How to improve reading and writing skills in primary schools: A comparison between gamification and pen-and-paper trainingAngela Cattoni, Francesca Anderle, Paola Venuti, Angela Pasqualotto · 2024 · International Journal of Child-Computer Interaction
- Motivational affordances and personality types in personal informaticsYamini Karanam, Leslie Filko, Lindsay Kaser, Hanan Alotaibi, Elham Makhsoom, Stephen Voida · 2014 · ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp)
- Gamification in aquarium contextWee-Kheng Tan · 2018 · Information Technology and People
- Gamificación en Educación Física: un análisis sistemático de fuentes documentalesÓscar León-Díaz, Luis Fernando Martínez Muñoz, Marisa Santos-Pastor · 2019 · Revista Iberoamericana de Ciencias de la Actividad Física y el Deporte