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Gamification: A cognitive-emotional view

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  • Mullins, Jeffrey K.
  • Sabherwal, Rajiv

Abstract

Successful gamified systems engage players by eliciting their positive and negative emotions. However, prior literature provides little guidance on how to create emotional experiences through gamified design. This paper reviews work in psychology and neuroscience to examine the interactive processes of cognition and emotion and connect them to gamification. More specifically, it draws upon a model of the cognitive structure of emotions and the mechanics–dynamics–emotions framework for gamification to advance a cognitive–emotional view of gamification.

Suggested Citation

  • Mullins, Jeffrey K. & Sabherwal, Rajiv, 2020. "Gamification: A cognitive-emotional view," Journal of Business Research, Elsevier, vol. 106(C), pages 304-314.
  • Handle: RePEc:eee:jbrese:v:106:y:2020:i:c:p:304-314
    DOI: 10.1016/j.jbusres.2018.09.023
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    2. Alfonso D. Gajardo Sánchez & Luis R. Murillo-Zamorano & Joséà ngel López-Sánchez & Carmen Bueno-Muñoz, 2023. "Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda," SAGE Open, , vol. 13(4), pages 21582440231, December.
    3. Carlos Alberto Peláez & Andrés Solano, 2023. "A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education," Sustainability, MDPI, vol. 15(3), pages 1-26, January.
    4. Jian Ming Luo & Chi Fung Lam, 2020. "Travel Anxiety, Risk Attitude and Travel Intentions towards “Travel Bubble” Destinations in Hong Kong: Effect of the Fear of COVID-19," IJERPH, MDPI, vol. 17(21), pages 1-11, October.
    5. Zhou, Fei & Lin, Youhai & Mou, Jian & Cohen, Jason & Chen, Sihua, 2023. "Understanding the dark side of gamified interactions on short-form video platforms: Through a lens of expectations violations theory," Technological Forecasting and Social Change, Elsevier, vol. 186(PB).
    6. Hammedi, Wafa & Leclercq, Thomas & Poncin, Ingrid & Alkire (Née Nasr), Linda, 2021. "Uncovering the dark side of gamification at work: Impacts on engagement and well-being," Journal of Business Research, Elsevier, vol. 122(C), pages 256-269.
    7. Hana Dler Ahmed & Gulsum Asiksoy, 2021. "The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions," Sustainability, MDPI, vol. 13(18), pages 1-19, September.
    8. Kaie Maennel & AgnÄ— BrilingaitÄ— & Linas Bukauskas & AuÅ¡rius JuozapaviÄ ius & Benjamin James Knox & Ricardo Gregorio Lugo & Olaf Maennel & Ginta Majore & Stefan Sütterlin, 2023. "A Multidimensional Cyber Defense Exercise: Emphasis on Emotional, Social, and Cognitive Aspects," SAGE Open, , vol. 13(1), pages 21582440231, March.
    9. Yang, Xiaoping & Yang, Jingshan & Hou, Yilin & Li, Shuyang & Sun, Shiwei, 2023. "Gamification of mobile wallet as an unconventional innovation for promoting Fintech: An fsQCA approach," Journal of Business Research, Elsevier, vol. 155(PA).
    10. Chih-Wei Lin & Chun-Yu Chien & Chi-Pei Ou Yang & Tso-Yen Mao, 2022. "Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective," Sustainability, MDPI, vol. 15(1), pages 1-14, December.

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