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A Research Agenda for the Why, What, and How of Gamification Designs Results on an ECIS 2019 Panel

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  • Schöbel, Sofia
  • Janson, Andreas
  • Jahn, Katharina
  • Kordyaka, Bastian
  • Turetken, Ozgur
  • Djafarova, Naza
  • Saqr, Mohammad
  • Wu, Dezhi
  • Söllner, Matthias
  • Adam, Martin
  • Heiberg Gad, Povl
  • Wesseloh, Henrik
  • Leimeister, Jan Marco

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  • 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).
  • Handle: RePEc:dar:wpaper:119170
    Note: for complete metadata visit http://tubiblio.ulb.tu-darmstadt.de/119170/
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    References listed on IDEAS

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    1. Radhika Santhanam & De Liu & Wei-Cheng Milton Shen, 2016. "Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same," Information Systems Research, INFORMS, vol. 27(2), pages 453-465, June.
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    Cited by:

    1. Sonsoles López-Pernas & Mohammed Saqr & Olga Viberg, 2021. "Putting It All Together: Combining Learning Analytics Methods and Data Sources to Understand Students’ Approaches to Learning Programming," Sustainability, MDPI, vol. 13(9), pages 1-18, April.
    2. Martin Adam & Konstantin Roethke & Alexander Benlian, 2022. "Gamblified digital product offerings: an experimental study of loot box menu designs," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 971-986, June.

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