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The rise of motivational information systems: A review of gamification research

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  1. Xi, Nannan & Hamari, Juho, 2019. "Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction," International Journal of Information Management, Elsevier, vol. 46(C), pages 210-221.
  2. Danila Medvedev & Diag Davenport & Thomas Talhelm & Yin Li, 2024. "The motivating effect of monetary over psychological incentives is stronger in WEIRD cultures," Nature Human Behaviour, Nature, vol. 8(3), pages 456-470, March.
  3. Abril, Carmen & Gimenez-Fernandez, Elena M. & Camacho-Miñano, María-del-Mar, 2024. "Using gamification to overcome innovation process challenges: A literature review and future agenda," Technovation, Elsevier, vol. 133(C).
  4. 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.
  5. Andreas Schmid & Mareike Schoop, 2022. "Gamification of Electronic Negotiation Training: Effects on Motivation, Behaviour and Learning," Group Decision and Negotiation, Springer, vol. 31(3), pages 649-681, June.
  6. Behzad MOHAMMADIAN & Corina MARINESCU, 2023. "Gamification Effectiveness In Tourism Industry: Evidence From Human Resource Process Tracing," Proceedings of the INTERNATIONAL MANAGEMENT CONFERENCE, Faculty of Management, Academy of Economic Studies, Bucharest, Romania, vol. 17(1), pages 664-677, November.
  7. Wei Li & Tingting Wang & Doris Chenguang Wu, 2025. "User motivation and sustained participation in walking donation as a virtual corporate social responsibility co-creation project," Palgrave Communications, Palgrave Macmillan, vol. 12(1), pages 1-12, December.
  8. Thomas, Nibu John & Baral, Rupashree & Crocco, Oliver S. & Mohanan, Swathi, 2023. "A framework for gamification in the metaverse era: How designers envision gameful experience," Technological Forecasting and Social Change, Elsevier, vol. 193(C).
  9. Mohammed Mohammed & Amal Fatemah & Lobna Hassan, 2024. "Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment," Simulation & Gaming, , vol. 55(4), pages 600-636, August.
  10. Liu, Song & Zhou, Hao, 2025. "Does gamified training improve training performance? A dual-pathway moderated mediation model," Journal of Business Research, Elsevier, vol. 188(C).
  11. Roberto Di Paolo & Veronica Pizziol, 2024. "Gamification and Sustainable Water Use: The Case of the BLUTUBE Educational Program," Simulation & Gaming, , vol. 55(3), pages 391-417, June.
  12. Wichmann, Julian R. K. & Wiegand, Nico & Reinartz, Werner J., 2021. "Towards Perpetual Brand-Consumer Relationships," Marketing Review St.Gallen, Universität St.Gallen, Institut für Marketing und Customer Insight, vol. 38(2), pages 28-35.
  13. Bekk, Magdalena & Eppmann, René & Klein, Kristina & Völckner, Franziska, 2022. "All that glitters is not gold: An investigation into the undesired effects of gamification and how to mitigate them through gamification design," International Journal of Research in Marketing, Elsevier, vol. 39(4), pages 1059-1081.
  14. Georgina Guillen & Juho Hamari, 2024. "Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators," Simulation & Gaming, , vol. 55(3), pages 366-390, June.
  15. Hassan, Lobna & Dias, Antonio & Hamari, Juho, 2019. "How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking," International Journal of Information Management, Elsevier, vol. 46(C), pages 151-162.
  16. An, Siyang & Cheung, Chi Fai & Willoughby, Kelvin W., 2024. "A gamification approach for enhancing older adults' technology adoption and knowledge transfer: A case study in mobile payments technology," Technological Forecasting and Social Change, Elsevier, vol. 205(C).
  17. Oihab Allal-Chérif & Evelyne Lombardo & Franck Jaotombo, 2022. "Serious games for managers : Creating cognitive, financial, technological, social, and emotional value in in-service training," Post-Print hal-03638060, HAL.
  18. 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.
  19. Arghya Ray & Muskan Jain & Lan Ma & Khalid Hussain Alhamzi & Ananya Ray & Long She, 2024. "The impact of personality traits, barriers and gamification on Gen X continuance intention for mobile credit bill payment apps," Journal of Financial Services Marketing, Palgrave Macmillan, vol. 29(3), pages 1154-1174, September.
  20. Zhuoyao Cui & Haochen Yang, 2023. "From Game Elements to Active Learning Intentions: Exploring the Driving Factors in Digital Learning Platforms," SAGE Open, , vol. 13(4), pages 21582440231, November.
  21. Qian, Tyreal Yizhou & Matz, Robbie & Luo, Lei & Xu, Chenglong, 2022. "Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports," Journal of Business Research, Elsevier, vol. 145(C), pages 482-494.
  22. Vidushi Pandey & Sana Ansari, 2024. "Impact of Game Design Elements on Actual Usage vs Future Use Intentions of Mobile Payment App Users: A Motivation Based Approach," Information Systems Frontiers, Springer, vol. 26(5), pages 1-27, October.
  23. Aubert, Alice H. & Schmid, Sara & Lienert, Judit, 2024. "Can online interfaces enhance learning for public decision-making? Eliciting citizens’ preferences for multicriteria decision analysis," European Journal of Operational Research, Elsevier, vol. 314(2), pages 760-775.
  24. Lim, Weng Marc & Rasul, Tareq & Kumar, Satish & Ala, Mamun, 2022. "Past, present, and future of customer engagement," Journal of Business Research, Elsevier, vol. 140(C), pages 439-458.
  25. Hamed Samarghandi & Davood Askarany & Bahareh Banitalebi Dehkordi, 2023. "A Hybrid Method to Predict Human Action Actors in Accounting Information System," JRFM, MDPI, vol. 16(1), pages 1-24, January.
  26. 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.
  27. Athanasios Mazarakis & Paula Bräuer & Isabelle Dorsch, 2025. "Evaluation of gamification as a tool for open access publishing among researchers: insights from a conjoint analysis," Scientometrics, Springer;Akadémiai Kiadó, vol. 130(2), pages 1253-1280, February.
  28. 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).
  29. 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.
  30. Lingling Yu & Ruixuan Li & Shuo Cheng, 2025. "Exploring the effect of platform gamification on users’ intermittent discontinuance: An ambivalence perspective," Electronic Markets, Springer;IIM University of St. Gallen, vol. 35(1), pages 1-16, December.
  31. Bitrián, Paula & Buil, Isabel & Catalán, Sara & Merli, Dominik, 2024. "Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours," Journal of Business Research, Elsevier, vol. 179(C).
  32. Judelyn M. Fundal & Rey S. Fuentebilla, 2025. "Differentiated Instruction and Gamification Strategies: An Investigation into the Student’s Academic Competence and Performance in Mathematics," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(4), pages 1499-1509, April.
  33. Feng, Yuanyue & Yi, Zihui & Yang, Congcong & Chen, Ruoyi & Feng, Ye, 2022. "How do gamification mechanics drive solvers’ Knowledge contribution? A study of collaborative knowledge crowdsourcing," Technological Forecasting and Social Change, Elsevier, vol. 177(C).
  34. Mihaela Covrig & Simona Irina Goia (Agoston) & Ramona Stefania Igret & Cristian Virgil Marinas & Alexandra Dorina Miron & Monica Roman, 2023. "Students Engagement and Motivation in Gamified Learning," The AMFITEATRU ECONOMIC journal, Academy of Economic Studies - Bucharest, Romania, vol. 25(S17), pages 1003-1003, November.
  35. Sattwik Mohanty & Prabu Christopher B, 2023. "A bibliometric analysis of the use of the Gamification Octalysis Framework in training: evidence from Web of Science," Palgrave Communications, Palgrave Macmillan, vol. 10(1), pages 1-14, December.
  36. Lubart, Allan & Capelli, Sonia, 2024. "Gamification of the point of sale using hybrid-reality games: Non-players' negative influence on players' service experience," Technological Forecasting and Social Change, Elsevier, vol. 203(C).
  37. Behl, Abhishek & Jayawardena, Nirma & Bhardwaj, Shikha & Pereira, Vijay & del Giudice, Manlio & Zhang, Justin, 2024. "Examining the failure of gamification in implementing innovation from the perspective of problematization in the retail sectors of emerging economies," Technovation, Elsevier, vol. 129(C).
  38. Lu, Shijie & Xie, Ying & Chen, Xingyu, 2023. "Immediate and enduring effects of digital badges on online content consumption and generation," International Journal of Research in Marketing, Elsevier, vol. 40(1), pages 146-163.
  39. Sven Heidenreich & Franziska Handrich & Tobias Kraemer, 2023. "Flawless victory! Investigating search and experience qualities as antecedent predictors of video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 33(1), pages 1-20, December.
  40. Allal-Chérif, Oihab & Lombardo, Evelyne & Jaotombo, Franck, 2022. "Serious games for managers: Creating cognitive, financial, technological, social, and emotional value in in-service training," Journal of Business Research, Elsevier, vol. 146(C), pages 166-175.
  41. Maria Giovina Pasca & Roberta Guglielmetti Mugion & Laura Di Pietro & Maria Francesca Renzi, 2025. "Unveiling the role of gamification in shared mobility services," Environment, Development and Sustainability: A Multidisciplinary Approach to the Theory and Practice of Sustainable Development, Springer, vol. 27(6), pages 13371-13410, June.
  42. 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).
  43. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
  44. Alexandra Youssofi & Florence Jeannot & Eline Jongmans & Maud Dampérat, 2023. "Designing the digitalized guest experience: A comprehensive framework and research agenda," Post-Print halshs-04316014, HAL.
  45. Wallius, Eetu & Klock, Ana Carolina Tomé & Hamari, Juho, 2022. "Playing it safe: A literature review and research agenda on motivational technologies in transportation safety," Reliability Engineering and System Safety, Elsevier, vol. 223(C).
  46. Bach Q. Ho & Mai Otsuki & Yusuke Kishita & Maiko Kobayakawa & Kentaro Watanabe, 2022. "Human Augmentation Technologies for Employee Well-Being: A Research and Development Agenda," IJERPH, MDPI, vol. 19(3), pages 1-20, January.
  47. Park, Eunil, 2024. "Examining metaverse game platform adoption: Insights from innovation, behavior, and coolness," Technology in Society, Elsevier, vol. 77(C).
  48. Abhishek Behl & Brinda Sampat & Sahil Raj, 2025. "An empirical investigation of repeated donations on crowdfunding platforms during COVID-19," Annals of Operations Research, Springer, vol. 348(3), pages 1849-1877, May.
  49. Matilde Milanesi & Simone Guercini & Andrea Runfola, 2023. "Let’s play! Gamification as a marketing tool to deliver a digital luxury experience," Electronic Commerce Research, Springer, vol. 23(4), pages 2135-2152, December.
  50. 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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