Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same
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DOI: 10.1287/isre.2016.0630
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- Höllig, Christoph E. & Tumasjan, Andranik & Welpe, Isabell M., 2020. "Individualizing gamified systems: The role of trait competitiveness and leaderboard design," Journal of Business Research, Elsevier, vol. 106(C), pages 288-303.
- Behl, Abhishek & Jayawardena, Nirma & Pereira, Vijay & Islam, Nazrul & Giudice, Manlio Del & Choudrie, Jyoti, 2022. "Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda," Technological Forecasting and Social Change, Elsevier, vol. 176(C).
- Alvin Chung Man Leung & Radhika Santhanam & Ron Chi-Wai Kwok & Wei Thoo Yue, 2023. "Could Gamification Designs Enhance Online Learning Through Personalization? Lessons from a Field Experiment," Information Systems Research, INFORMS, vol. 34(1), pages 27-49, March.
- Muhammad Zia Hydari & Idris Adjerid & Aaron D. Striegel, 2023.
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- Muhammad Zia Hydari & Idris Adjerid & Aaron D. Striegel, 2023. "Health Wearables, Gamification, and Healthful Activity," Papers 2301.02767, arXiv.org.
- Schöbel, Sofia & Janson, Andreas & Jahn, Katharina & Kordyaka, Bastian & Turetken, Ozgur & Djafarova, Naza & Saqr, Mohammad & Wu, Dezhi & Söllner, Matthias & Adam, Martin & Heiberg Gad, Povl & Wesselo, 2020. "A Research Agenda for the Why, What, and How of Gamification Designs Results on an ECIS 2019 Panel," Publications of Darmstadt Technical University, Institute for Business Studies (BWL) 119170, Darmstadt Technical University, Department of Business Administration, Economics and Law, Institute for Business Studies (BWL).
- Yi-Jen (Ian) Ho & Siyuan Liu & Lei Wang, 2023. "Fun Shopping: A Randomized Field Experiment on Gamification," Information Systems Research, INFORMS, vol. 34(2), pages 766-785, June.
- Ni Huang & Jiayin Zhang & Gordon Burtch & Xitong Li & Peiyu Chen, 2021. "Combating Procrastination on Massive Online Open Courses via Optimal Calls to Action," Information Systems Research, INFORMS, vol. 32(2), pages 301-317, June.
- Li, Mingwei & Lu, Man & Akram, Umair & Cheng, Shaoen, 2024. "Understanding how customer social capital accumulation in brand communities: A gamification affordance perspective," Journal of Retailing and Consumer Services, Elsevier, vol. 78(C).
- Liu, Xiaodi & Zhou, Zengze & Yuen, Kum Fai & Wang, Xueqin, 2024. "Green and gamified! An investigation of consumer participation in green last-mile from a gamification affordance perspective," Journal of Retailing and Consumer Services, Elsevier, vol. 79(C).
- Behnaz Bojd & Xiaolong Song & Yong Tan & Xiangbin Yan, 2022. "Gamified Challenges in Online Weight-Loss Communities," Information Systems Research, INFORMS, vol. 33(2), pages 718-736, June.
- Chen, Xiaomeng & Forman, Christopher & Kummer, Michael E., 2021. "Chat more and contribute better: An empirical study of a knowledge-sharing community," ZEW Discussion Papers 21-061, ZEW - Leibniz Centre for European Economic Research.
- Juin-Ming Tsai & Shiu-Wan Hung & Guan-Ting Lin, 2022. "Continued usage of smart wearable devices (SWDs): cross-level analysis of gamification and network externality," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(3), pages 1661-1676, September.
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Keywords
gamification; laboratory experiment; social cognitive theory; technology-mediated learning; competition; flow;All these keywords.
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