The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification
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- Ana Manzano-León & Pablo Camacho-Lazarraga & Miguel A. Guerrero & Laura Guerrero-Puerta & José M. Aguilar-Parra & Rubén Trigueros & Antonio Alias, 2021. "Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education," Sustainability, MDPI, vol. 13(4), pages 1-14, February.
- Eppmann, René & Bekk, Magdalena & Klein, Kristina, 2018. "Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]," Journal of Interactive Marketing, Elsevier, vol. 43(C), pages 98-115.
- Alejandro García-Jurado & José Javier Pérez-Barea & Rodrigo J. Nova, 2021. "A New Approach to Social Entrepreneurship: A Systematic Review and Meta-Analysis," Sustainability, MDPI, vol. 13(5), pages 1-16, March.
- Sungjin Park & Sangkyun Kim, 2022. "Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse," Sustainability, MDPI, vol. 14(3), pages 1-14, January.
- Foteini Grivokostopoulou & Konstantinos Kovas & Isidoros Perikos, 2019. "Examining the Impact of a Gamified Entrepreneurship Education Framework in Higher Education," Sustainability, MDPI, vol. 11(20), pages 1-17, October.
- Sungjin Park & Kyoungsoon Min & Sangkyun Kim, 2021. "Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences," Sustainability, MDPI, vol. 13(16), pages 1-10, August.
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