An approach for planning and deploying gamification concepts with social networks within educational contexts
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DOI: 10.1016/j.ijinfomgt.2018.10.001
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- Araújo, José & Pestana, Gabriel, 2017. "A framework for social well-being and skills management at the workplace," International Journal of Information Management, Elsevier, vol. 37(6), pages 718-725.
- Hamari, Juho & Koivisto, Jonna, 2015. "Why do people use gamification services?," International Journal of Information Management, Elsevier, vol. 35(4), pages 419-431.
- Hamari, Juho & Keronen, Lauri, 2017. "Why do people play games? A meta-analysis," International Journal of Information Management, Elsevier, vol. 37(3), pages 125-141.
- Lim, Hyochang & Lee, Sang-Gun & Nam, Kichan, 2007. "Validating E-learning factors affecting training effectiveness," International Journal of Information Management, Elsevier, vol. 27(1), pages 22-35.
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- Ma, Tianyi & Zheng, Bowen & Wang, Wei & Liu, Hefu, 2026. "Balancing fun and function: How gamification designs and family communication shape continuous usage in online learning platforms," Technological Forecasting and Social Change, Elsevier, vol. 224(C).
- Sattwik Mohanty & Prabu Christopher B, 2024. "The Role of Gamification Research in Human Resource Management: A PRISMA Analysis and Future Research Direction," SAGE Open, , vol. 14(2), pages 21582440241, April.
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