The DOI matches its Crossref record; 56 of the 56 references it cites were found in a registry or an index.
An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning
Abstract
Background and Aim.Gamification is growing in popularity in education and workplace training, but it is unclear which game elements are conducive to learning. The theory of gamified learning suggests that one type of gamification, the addition of game fiction/narrative, can be used to improve learning outcomes, and the Technology-Enhanced Training Effectiveness Model (TETEM) suggests individual differences impact the strength of this effect. From this theoretical basis, this study gamified a training module with game fiction in order to improve outcomes over the original training. Results and Conclusion. In a study of 273 learners, trainees were significantly more satisfied with training enhanced with game fiction over the control text ( d = 0.65) but did not differ in declarative knowledge scores by condition. Further, trainees in the control condition scored higher on procedural knowledge than trainees in the game fiction condition, although the effect was smaller ( d = −0.40). Thus, the use of narrative improved reactions to training but at some cost to training effectiveness. Attitudes toward game-based learning were also tested as a moderator of the condition-outcome relationship.
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“In the context of games, results on the effectiveness of the inclusion of game fiction have been mixed (Armstrong and Landers 2017).”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Armstrong and Landers 2017
Citations
Cites
Baron, R. M., & Kenny, D. A. (1986) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.51.6.1173 · Cited by 91,532
The theory of planned behavior
Ajzen, I. (1991) · Organizational Behavior and Human Decision Processes · doi:10.1016/0749-5978(91)90020-t · Cited by 90,587
Perceived usefulness, perceived ease of use, and user acceptance of information technology
Davis, F. D. (1989) · MIS Quarterly · doi:10.2307/249008 · Cited by 68,483
A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies
Venkatesh, V., & Davis, F. D. (2000) · Management Science · doi:10.1287/mnsc.46.2.186.11926 · Cited by 23,066
Cognitive Load During Problem Solving: Effects on Learning
Sweller, J. (1988) · Cognitive Science · doi:10.1016/0364-0213(88)90023-7 · Cited by 11,048 · cited 1×
“Alternatively, game fiction training design might increase cognitive load (Sweller, 1988), which could then decrease learning, as suggested by the distraction hypothesis (Adams et al., 2012).”
BackgroundFrom game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402
Technology Acceptance Model 3 and a Research Agenda on Interventions
Venkatesh, V., & Bala, H. (2008) · Decision Sciences · doi:10.1111/j.1540-5915.2008.00192.x · Cited by 8,159 · cited 1×
“Positive attitudes toward playing games have been found to predict intention to play games (Hsu & Lu, 2004), which should in turn predict game play behaviors (Venkatesh & Bala, 2008; Venkatesh & Davis, 2000).”
BackgroundDavis, F. D. (1993) · International Journal of Man-Machine Studies · doi:10.1006/imms.1993.1022 · Cited by 4,754
Games, Motivation, and Learning: A Research and Practice Model
Garris, R. D., Ahlers, R. H., & Driskell, J. E. (2002) · Simulation & Gaming · doi:10.1177/1046878102238607 · Cited by 3,480
Toward a Theory of Intrinsically Motivating Instruction*
Malone, T. W. (1981) · Cognitive Science · doi:10.1207/s15516709cog0504_2 · Cited by 2,197
Research works printed but not linked: 7
- 10.1037/10025595 · DOI
- 10.1037//0021-9010.g5.5.678 · DOI
- Deterding S., Khaled R., Nacke L., Dixon D. (2011, May). Gamification: Toward a definition. Proceedings of the CHI 2011 Gamification Workshop, Vancouver, British Columbia, Canada. Retrieved from http://gamification-research.org/wp-content/uploads/2011/04/02-Deterding-Khaled-Nacke-Dixon.pdf
- 10.1016/S0364-0213(81)80017-1 · DOI · Paper page
- McDrury J., 2002, Learning through storytelling in higher education: Using reflection & experience to improve learning
- Serrano E. L., 2004, Journal of Family and Consumer Sciences Education, 22, 1
- 10.1207/s15516709cog1202_4 · DOI · Paper page
Cited by
Sorted by citations
The gamification of learning: a meta-analysis
Sailer, M., & Homner, L. (2020) · Educational Psychology Review · doi:10.1007/s10648-019-09498-w · Cited by 2,594
Gamification Science, Its History and Future: Definitions and a Research Agenda
Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018) · Simulation & Gaming · doi:10.1177/1046878118774385 · Cited by 388
Self-citationLi, L., Hew, K. F., & Du, J. (2024) · Educational Technology Research and Development · doi:10.1007/s11423-023-10337-7 · Cited by 475
Behl, A., Jayawardena, N. S., Pereira, V. E., Islam, N., Giudice, M. D., & Choudrie, J. (2021) · Technological Forecasting and Social Change · doi:10.1016/j.techfore.2021.121445 · Cited by 307
A qualitative investigation of student perceptions of game elements in a gamified course
Aldemir, T., Çelik, B., & Akilli, G. K. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.10.001 · Cited by 278
The Effects of Gamification in Online Learning Environments: A Systematic Literature Review
Antonaci, A., Klemke, R., & Specht, M. M. (2019) · Informatics · doi:10.3390/informatics6030032 · Cited by 237
Gamification of employee training and development
Armstrong, M. B., & Landers, R. N. (2018) · International Journal of Training and Development · doi:10.1111/ijtd.12124 · Cited by 201
Self-citationOn the role of interaction mode and story structure in virtual reality serious games
Ferguson, C., van den Broek, E. L., & van Oostendorp, H. (2019) · Computers & Education · doi:10.1016/j.compedu.2019.103671 · Cited by 162
Game on! A state-of-the-art overview of doing business with gamification
Sharma, W., Lim, W. M., Kumar, S., Verma, A., & Kumra, R. (2023) · Technological Forecasting and Social Change · doi:10.1016/j.techfore.2023.122988 · Cited by 161
Gamification in education and training: A literature review
Triantafyllou, S. A., Georgiadis, C. K., & Sapounidis, T. (2025) · International Review of Education · doi:10.1007/s11159-024-10111-8 · Cited by 162
The key elements of gamification in corporate training – The Delphi method
Wang, Y.-F., Hsu, Y.-F., & Fang, K. (2021) · Entertainment Computing · doi:10.1016/j.entcom.2021.100463 · Cited by 148
Narrative categorization in digital game‐based learning: Engagement, motivation & learning
Breien, F., & Wasson, B. (2020) · British Journal of Educational Technology · doi:10.1111/bjet.13004 · Cited by 110
Gamificación, motivación y rendimiento en educación: Una revisión sistemática
Andreu, J. M. P., Gómez-Escalonilla-Torrijos, J. D., & Said-Hung, E. M. (2021) · Revista Electrónica Educare · doi:10.15359/ree.26-1.14 · Cited by 108
Gamification in Management Education: A Systematic Literature Review
Silva, R., Rodrigues, R. G., & Leal, C. T. P. (2019) · BAR - Brazilian Administration Review · doi:10.1590/1807-7692bar2019180103 · Cited by 124
Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes
Denny, P., McDonald, F., Empson, R., Kelly, P., & Petersen, A. (2018) · Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems · doi:10.1145/3173574.3173885 · Cited by 135
Opening the black box of gameful experience: Implications for gamification process design
Leclercq, T., Poncin, I., & Hammedi, W. (2019) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2019.07.007 · Cited by 105
Yin, S., Cai, X., Wang, Z., Zhang, Y., Luo, S., & Ma, J. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.107106 · Cited by 87
Individualizing gamified systems: The role of trait competitiveness and leaderboard design
Höllig, C. E., Tumasjan, A., & Welpe, I. M. (2018) · Journal of Business Research · doi:10.1016/j.jbusres.2018.10.046 · Cited by 81
Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review
Al-Hafdi, F. S., & Alhalafawy, W. S. (2024) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v18i07.45335 · Cited by 69
Teaching within a Story: Understanding storification of pedagogy
Aura, I., Hassan, L., & Hamari, J. (2021) · International Journal of Educational Research · doi:10.1016/j.ijer.2020.101728 · Cited by 85
Kleftodimos, A., Moustaka, M., & Evagelou, A. (2023) · Digital · doi:10.3390/digital3010002 · Cited by 72
Xiao, Y., & Hew, K. F. (2024) · Learning and Individual Differences · doi:10.1016/j.lindif.2024.102470 · Cited by 82
Georgiou, K., & Nikolaou, I. (2020) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106356 · Cited by 71
Games based learning in accounting education – which dimensions are the most relevant?
Silva, R., Rodrigues, R. G., & Leal, C. T. P. (2021) · Accounting Education · doi:10.1080/09639284.2021.1891107 · Cited by 74
Jemmali, C., Bunian, S., Mambretti, A., & El‐Nasr, M. S. (2018) · International Conference on the Foundations of Digital Games (FDG) · doi:10.1145/3235765.3235783 · Cited by 53
Gamification for Education: Review of Current Publications
Dreimane, S. (2018) · Springer eBooks · doi:10.1007/978-3-030-01551-0_23 · Cited by 50
Gamification as a Supportive Tool for School Children with Dyslexia
Dymora, P., & Niemiec, K. (2019) · Informatics · doi:10.3390/informatics6040048 · Cited by 39
Gamification Assisted Language Learning for Japanese Language Using Expert Point Cloud Recognizer
Udjaja, Y. (2018) · International Journal of Computer Games Technology · doi:10.1155/2018/9085179 · Cited by 39
Yang, W., Fang, M., Xu, J., Zhang, X., & Pan, Y. (2024) · Electronics · doi:10.3390/electronics13071297 · Cited by 37
Mathematics Trails: Shallow and Deep Gamification
Gurjanow, I., de Oliveira, M. A. R., Zender, J., Santos, P. A., & Ludwig, M. (2019) · International Journal of Serious Games · doi:10.17083/ijsg.v6i3.306 · Cited by 37
Game-related assessments for personnel selection: A systematic review
Ramos‐Villagrasa, P. J., del Río, E. F., & Castro, Á. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.952002 · Cited by 39
Gamification of Adult Learning: Gamifying Employee Training and Development
Landers, R. N., Auer, E. M., Helms, A. B., Marin, S., & Armstrong, M. B. (2019) · Cambridge University Press eBooks · doi:10.1017/9781108649636.012 · Cited by 43
Self-citationChen, T., Stewart, M., Bai, Z., Chen, E., Dabbish, L., & Hammer, J. (2020) · Designing Interactive Systems Conference · doi:10.1145/3357236.3395522 · Cited by 34
Framework for Gamification of Online Training Platforms for Employee Engagement Enhancement
Alfaqiri, A. S., Noor, S. F. M., & Ashaari, N. S. (2022) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v16i06.28485 · Cited by 32
Xu, W. M., Xing, Q.-W., Yu, Y., & Zhao, L.-Y. (2024) · Humanities and Social Sciences Communications · doi:10.1057/s41599-024-03583-4 · Cited by 32
Toda, A. M., Palomino, P. T., Oliveira, W., Rodrigues, L., Klock, A. C. T., Gasparini, I., Cristea, A. I., & Isotani, S. (2019) · Durham Research Online (Durham University) · Cited by 30
Marquez, C. G., & Bauer, K. N. (2020) · Simulation & Gaming · doi:10.1177/1046878120958741 · Cited by 36
Training evaluation: a configurational analysis of success and failure of trainers and trainees
Bernardino, G., & Curado, C. (2020) · European journal of training and development · doi:10.1108/ejtd-10-2019-0177 · Cited by 29
Cerreta, M., Daldanise, G., Rocca, L. L., & Panaro, S. (2021) · Sustainability · doi:10.3390/su132111877 · Cited by 28
Protecting critical infrastructure against cascading effects: The PRECINCT approach
Gordan, M., Kountché, D. A., McCrum, D. P., Schauer, S., König, S., Delannoy, S., Connolly, L., Iacob, M., Durante, N. G., Shekhawat, Y., et al. (2024) · Resilient Cities and Structures · doi:10.1016/j.rcns.2024.04.001 · Cited by 27
Gamification in Dutch Businesses: An Explorative Case Study
HEIJDEN, B. I. J. M. V. D., Burgers, M. J., Kaan, A. M., Lamberts, B. F., Migchelbrink, K., den Ouweland, R. C. P. M. V., & Meijer, T. (2020) · SAGE Open · doi:10.1177/2158244020972371 · Cited by 31
The e-learning persuasion through gamification: an elaboration likelihood model perspective
Jayawardena, N. S. (2020) · Young Consumers Insight and Ideas for Responsible Marketers · doi:10.1108/yc-08-2020-1201 · Cited by 26
Illustrating a narrative: A test of game elements in game‐like personality assessment
Harman, J. L., & Brown, K. D. (2022) · International Journal of Selection and Assessment · doi:10.1111/ijsa.12374 · Cited by 26
Gamifying an assessment method: what signals are organizations sending to applicants?
Georgiou, K., & Lievens, F. (2022) · Journal of Managerial Psychology · doi:10.1108/jmp-12-2020-0653 · Cited by 32
Li, M., Wang, Y., Wu, Y., & Liu, H. (2021) · Enterprise Information Systems · doi:10.1080/17517575.2021.1941272 · Cited by 25
Burlacu, M., Coman, C., & Bularca, M. C. (2023) · Sustainability · doi:10.3390/su15086476 · Cited by 30
Almufareh, M. F. (2021) · Simulation & Gaming · doi:10.1177/10468781211056511 · Cited by 24
University Students’ Views on the Application of Gamification in Distance Education
Özçınar, Z., Orekhovskaya, N. A., Николаевна, С. М., Panov, E. G., Замараева, Е. И., & Khuziakhmetov, A. N. (2021) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v16i19.26019 · Cited by 18
Gamification for Sales Incentives
Woźniak, J. (2020) · Contemporary Economics · doi:10.5709/ce.1897-9254.337 · Cited by 19
Study of the Training of Environmentalists through Gamification as A University Course
Oliveras, P. F., & Ceacero-Moreno, M. (2021) · Sustainability · doi:10.3390/su13042323 · Cited by 16
A story-driven gamified education on USB-based attack
Rikkers, V., & Sarmah, D. K. (2023) · Journal of Computing in Higher Education · doi:10.1007/s12528-023-09392-z · Cited by 16
Gallagher, R. A., Kessler, K., Bramham, J., Dechant, M., & Friehs, M. A. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1068229 · Cited by 17
How Fun Overcame Fear: The Gamification of a Graduate-Level Statistics Course
Trinh, M. P., Chico, R. J., & Reed, R. M. (2023) · Organizational Behavior Teaching Review · doi:10.1177/10525629231181120 · Cited by 15
The power of play: gamification in virtual workplace training
Eger, V. M., Georganta, E., Zuercher, P.-D., Mueller, F., Bohné, T., & Diefenbach, S. (2024) · European Journal of Work and Organizational Psychology · doi:10.1080/1359432x.2024.2412360 · Cited by 16
A Murder Mystery Gamification Session to Consolidate Analytical Biochemical Techniques Learning
Hill, A. M., & Harmer, N. J. (2023) · Journal of Chemical Education · doi:10.1021/acs.jchemed.3c00279 · Cited by 14
A Gamified Learning Environment (Moodle) to Enhance English Language Learning at University Level
Boudadi, N. A., Gutiérrez‐Colón, M., & Usart, M. (2024) · International Journal of Instruction · doi:10.29333/iji.2024.17427a · Cited by 13
A theory of branched situational judgment tests and their applicant reactions
Reddock, C. M., Auer, E. M., & Landers, R. N. (2020) · Journal of Managerial Psychology · doi:10.1108/jmp-10-2018-0434 · Cited by 14
Self-citationSanchez, D. R., Nelson, T., Kraiger, K., Weiner, E., Lu, Y.-C., & Schnall, J. (2021) · International Journal of Training and Development · doi:10.1111/ijtd.12233 · Cited by 14
Vanaclocha-Amat, P., Faigenbaum, A. D., Molina‐García, J., & Villa‐González, E. (2025) · Contemporary Clinical Trials · doi:10.1016/j.cct.2024.107805 · Cited by 14
Does gamified training improve training performance? A dual-pathway moderated mediation model
Liu, S., & Zhou, H. (2024) · Journal of Business Research · doi:10.1016/j.jbusres.2024.115086 · Cited by 11
Arnedo-Moreno, J., & Garcia-Font, V. (2021) · Applied Sciences · doi:10.3390/app11136185 · Cited by 11
Narrative Integrated Career Exploration Platform
Shahriar, S., Ramesh, J., Towheed, M., Ameen, T., Sagahyroon, A. A., & Al-Ali, A. R. (2022) · Frontiers in Education · doi:10.3389/feduc.2022.798950 · Cited by 13
Enjoyment as Gamified Experience for Informal Learning in Virtual Reality
Bahrin, A. S., Sunar, M. S., & Azman, A. (2022) · Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering · doi:10.1007/978-3-030-99188-3_24 · Cited by 11
Human resources practices for intergenerational learning: a systematic literature review
Leon, R.-D. (2022) · Knowledge Management Research & Practice · doi:10.1080/14778238.2022.2035278 · Cited by 12
Palmquist, A. (2021) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2021.166 · Cited by 12
Towards a Unified Model of Gamification and Motivation
Dykens, I. T., Wetzel, A., Dorton, S. L., & Batchelor, E. (2021) · Lecture Notes in Computer Science · doi:10.1007/978-3-030-77857-6_4 · Cited by 9
Gamification in virtual sales training: evidence from a field experiment
Friess, M. (2025) · Journal of Personal Selling and Sales Management · doi:10.1080/08853134.2024.2431817 · Cited by 9
Shallow and Deep Gamification in Mathematics Trails
Gurjanow, I., Oliveira, M. M., Zender, J., Santos, P. A., & Ludwig, M. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-11548-7_34 · Cited by 9
Nair, S., Mathew, J., & Ravikumar, T. (2022) · South Asian Journal of Human Resources Management · doi:10.1177/23220937221082772 · Cited by 10
Humans-in-the-loop: Gamifying activity label repair in process event logs
Sadeghianasl, S., ter Hofstede, A. H. M., Wynn, M. T., & Türkay, S. (2024) · Engineering Applications of Artificial Intelligence · doi:10.1016/j.engappai.2024.107875 · Cited by 8
Gamified Active Learning and Its Potential for Social Change
Marin, S., Lee, V., & Landers, R. N. (2021) · Springer eBooks · doi:10.1007/978-3-030-68207-1_11 · Cited by 9
Self-citationFarzinnejad, F., Rasti, J., Khezrian, N., & Grubert, J. (2023) · Proceedings - International Symposium on Mixed and Augmented Reality, ISMAR · doi:10.1109/ismar59233.2023.00132 · Cited by 8
Gamification in Adult Learning
Gül, A., & Uz-Bilgin, C. (2021) · IGI Global eBooks · doi:10.4018/978-1-7998-8598-6.ch045 · Cited by 8
Narrative Transportation in Gamified Information Systems: The Role of Narrative-Task Congruence
Schmidt-Kraepelin, M., Thiebes, S., Warsinsky, S., Petter, S., & Sunyaev, A. (2023) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3544549.3585595 · Cited by 7
Alshumaimeri, Y. A., & Mazher, N. (2023) · World Journal of Advanced Research and Reviews · doi:10.30574/wjarr.2023.19.1.1324 · Cited by 7
Palomino, P. T., Rodrigues, L., & Toda, A. M. (2023) · Springer eBooks · doi:10.1007/978-3-031-31949-5_2 · Cited by 8
Leclercq, T. (2022) · Recherche et Applications en Marketing (English Edition) · doi:10.1177/20515707221078210 · Cited by 6
A Systematic Design Model for Gamified Learning Environments
Aldemir, T., Ataş, A. H., & Çelik, B. (2018) · Advances in game-based learning book series · doi:10.4018/978-1-5225-6026-5.ch002 · Cited by 6
USING TECHNOLOGY ACCEPTANCE MODEL TO ANALYSE THE SUCCESSFUL CROWDFUNDING LEARNING GAME CAMPAIGNS
Huang, H., Yu, H., Li, W., & Ma, J. (2023) · Information Technologies and Learning Tools · doi:10.33407/itlt.v95i3.5236 · Cited by 5
Design fit in gamified online programming learning environment
Wang, W., & Sari, M. K. (2025) · Learning and Instruction · doi:10.1016/j.learninstruc.2025.102087 · Cited by 5
Yao, D. (2026) · British Educational Research Journal · doi:10.1002/berj.70144 · Cited by 4
Ahmed, F., & Hamdan, A. (2023) · Contributions to management science · doi:10.1007/978-981-99-6101-6_36 · Cited by 4
Influences of Leaderboard Direction on Learning Performance and Satisfaction in Gamified E-Learning
Wen, B., Hu, P. J., & Fang, Y. (2024) · Journal of Global Information Management · doi:10.4018/jgim.350465 · Cited by 4
Social Factors Influence on Accounting Students Attitude to Use Games Based Learning
Silva, R., Rodrigues, R. G., & Leal, C. T. P. (2021) · IntechOpen eBooks · doi:10.5772/intechopen.95430 · Cited by 4
Férriz-Valero, A., Agulló-Pomares, G., & Tortosa‐Martínez, J. (2023) · Apunts Educación Física y Deportes · doi:10.5672/apunts.2014-0983.es.(2023/3).153.04 · Cited by 4
Preparing UK students for the workplace: The Acceptability of a Gamified Cybersecurity Training
Mason, O. J., Collman, S., Kazamia, S., & Boureanu, I. (2023) · Journal of Cybersecurity Education Research and Practice · doi:10.32727/8.2023.35 · Cited by 4
Gamification: Its Pedagogical Innovations Benefit Internship Seekers
Santos-Guevara, B. N., & Rincón-Flores, E. G. (2020) · International conference on education · doi:10.17501/24246700.2020.6202 · Cited by 4
Supporting Practitioners in the Gamification of MOOCs through Reward-Based Strategies
Ortega‐Arranz, A. (2021) · UVaDOC UVaDOC University of Valladolid Documentary Repository (University of Valladolid) · doi:10.35376/10324/47535 · Cited by 4
From Stories to Skills: Mapping Global Trends in Narrative Game-Based Learning for Language Growth
Yob, F. S. C., Mee, R. W. M., Rahman, E. A., Pek, L. S., Anindita, W. K., & Anwar, C. (2026) · European Journal of Educational Research · doi:10.12973/eu-jer.15.2.617 · Cited by 3
BeeLife: a mobile application to foster environmental awareness in classroom settings
Stock, A., Stock, O., Mönch, J., Suren, M., Koch, N. N., Rey, G. D., & Wirzberger, M. (2024) · Frontiers in Computer Science · doi:10.3389/fcomp.2023.1298888 · Cited by 3
de Souza, J. M., dos Santos, E. C., & Machado, M. R. (2024) · REVISTA AMBIENTE CONTÁBIL - Universidade Federal do Rio Grande do Norte · doi:10.21680/2176-9036.2024v16n2id33706 · Cited by 3
Palmquist, A., & Jedel, I. (2021) · Lecture notes in networks and systems · doi:10.1007/978-3-030-85540-6_6 · Cited by 3
AppQuitectura: aplicación móvil para la gamificación en el área de Composición Arquitectónica
Montellano, A. S., Gutiérrez, Í. C., Soto, J. A. F., & Carrasco, L. S. (2022) · Jornadas sobre Innovación Docente en Arquitectura (JIDA) · doi:10.5821/jida.2022.11635 · Cited by 3
Almeida, A., Viana, J., Portela, C., & Palomino, P. T. (2025) · Anais do Simpósio Brasileiro de Sistemas de Informação (SBSI) · doi:10.5753/sbsi_estendido.2025.246824 · Cited by 3
Gamification at the workplace: a theoretical perspective on training and development
Rukadikar, A., & Khandelwal, K. (2025) · The Learning Organization · doi:10.1108/tlo-07-2024-0239 · Cited by 3
Gamification in Adult Learning
Gül, A., & Uz-Bilgin, C. (2020) · Advances in higher education and professional development book series · doi:10.4018/978-1-7998-1306-4.ch022 · Cited by 3
The Empirical Investigation of the Gamified Learning Theory
Zaric, N., Lukarov, V., & Schroeder, U. (2020) · Lecture notes in computer science · doi:10.1007/978-3-030-63464-3_13 · Cited by 3
How does gamification affect customer behavior and revenue?
Farace, S., Montaguti, E., Valentini, S., & Zammit, A. (2025) · Italian Journal of Marketing · doi:10.1007/s43039-025-00119-9 · Cited by 2
Unveiling EFL students’ views on gamified learning experience: A survey study
Armanda, M. L., & Priyana, J. (2025) · Englisia Journal of language education and humanities · doi:10.22373/ej.v12i2.28825 · Cited by 2
The Role of Video Game Narratives in Educational Engagement
Rito, P. N. (2025) · IGI Global eBooks · doi:10.4018/979-8-3373-0705-3.ch013 · Cited by 2
Metadata
- Authors
- Armstrong, M. B., & Landers, R. N.
- Affiliations
- Old Dominion University (US)
- Corresponding author
- Armstrong, Michael B.
- ORCID
- Landers, Richard N.
- Venue
- Simulation & Gaming
- Publisher
- SAGE Publications
- Published
- 2017-05-15
- Volume
- 48
- Issue
- 4
- Pages
- 513-538
- ISSN
- 1046-8781 (ISSN-L)
- 1552-826X
- OpenAlex
- W2616282785
- Cited by
- 158
- References
- 55
- Citations by year
- 2026: 13 · 2025: 16 · 2024: 20 · 2023: 24 · 2022: 22 · 2021: 26 · 2020: 13 · 2019: 11 · 2018: 9 · 2017: 2
- FWCI
- 19.39
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Simulation & Gaming (publishedVersion)
- RePEc: Research Papers in Economics (submittedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › Innovative Teaching Methodologies in Social Sciences
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- gamification, employee training, individual differences, procedural knowledge, declarative knowledge, student satisfaction, training effectiveness
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review