The DOI matches its Crossref record; 21 of the 21 references it cites were found in a registry or an index.
Mandatory Fun: Gamification and the Impact of Games at Work
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Cited by
Hanus, M. D., & Fox, J. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.08.019 · Cited by 1,918
Is it all a game? Understanding the principles of gamification
Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015) · Business Horizons · doi:10.1016/j.bushor.2015.03.006 · Cited by 834
The Lens of Intrinsic Skill Atoms: A Method for Gameful Design
Deterding, S. (2015) · Human–Computer Interaction · doi:10.1080/07370024.2014.993471 · Cited by 525
Linking dimensions of social media use to job performance: The role of social capital
Ali-Hassan, H., Nevo, D., & Wade, M. (2015) · The Journal of Strategic Information Systems · doi:10.1016/j.jsis.2015.03.001 · Cited by 507
The maturing of gamification research
Nacke, L. E., & Deterding, S. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2016.11.062 · Cited by 493
Metadata
- Authors
- Mollick, E. R., & Rothbard, N.
- Venue
- SSRN Electronic Journal
- Publisher
- Elsevier BV
- Published
- 2013
- ISSN
- 1556-5068 (ISSN-L)
- OpenAlex
- W1603537560
- Cited by
- 167
- References
- 21
- Type
- posted content
- Language
- en
- Open access
- green
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.