Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same

Santhanam, Radhika, Liu, De, Shen, Wei-Cheng Milton·2016·Information Systems Research

Cited by (211)

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  53. Continuance Use Intention of a Gamified Programming Learning System
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  54. Design for e-training
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  59. Enhancing gamified experiences in online service platforms: Exploring the impact of extrinsic gamification design elements
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  60. The serious gaming randomness in dual-purposed systems: the effect of aleatory uncertainty from the perspective of information deprivation
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  61. Using Gamification to Support Users’ Adoption of Contextual Achievement Goals
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  62. The Impact of Competition on the Effectiveness of Cognitive Games
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  63. A Mid-Range Theory for Designing Sustainable Safe Spaces of Immersive Learning Environments: A Design-Science Based Gamification Approach
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  68. Towards the Design of a Gamified Application to Increase Tuberculosis Treatment Adherence in Vietnam
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  81. Usage of a Cognitive Bias Web-game to Increase Accurate Interpretation of Online Consumer Reviews
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