Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction
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- Mostafa Bigdeli & Mahsa Akbari, 2024. "Machine-learning-based Classification of Customers’ Behavioural Model in Instagram," Paradigm, , vol. 28(2), pages 223-240, December.
- Bang Nguyen-Viet & Huong Doan Ngoc Minh, 2025. "How Gamification Enhances Learning Effectiveness Through Blended Learning and Intrinsic Motivation: The Moderating Effects of Self-Regulation," SAGE Open, , vol. 15(4), pages 21582440251, October.
- Liu, Aiping & Urquía-Grande, Elena & López-Sánchez, Pilar & Rodríguez-López, Ángel, 2024. "The power of play in microfinance: Examining the effect of gamification on customer relationship management performance," Journal of Behavioral and Experimental Finance, Elsevier, vol. 44(C).
- Chen, Hongquan & Zhang, Shuhua & Shao, Bingjia & Zhang, Yong & Zhao, Quanwu, 2026. "Instrumental vs. hedonic Affordances: Examining their impact on repurchase behavior on live commerce platforms through self-determination theory," Journal of Retailing and Consumer Services, Elsevier, vol. 88(C).
- Simon J. Blanchard & Mike Palazzolo, 2025. "Game Over? Assessing the Impact of Gamification Discontinuation on Mobile Banking Behaviors," Marketing Science, INFORMS, vol. 44(3), pages 546-565, May.
- J.M. Ocaña & E.K. Morales-Urrutia & D. Pérez-MarÃn & C. Pizarro, 2023. "About Gamifying an Emotional Learning Companion to Teach Programming to Primary Education Students," Simulation & Gaming, , vol. 54(4), pages 402-426, August.
- 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.
- 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," Humanities and Social Sciences Communications, Palgrave Macmillan, vol. 12(1), pages 1-12, December.
- Bazi, Saleh & Hajawi, Doa'a, 2025. "Customer inspiration in the metaverse: Antecedents, mechanisms, and outcomes," Journal of Retailing and Consumer Services, Elsevier, vol. 87(C).
- Sandra Tobon & Carmen Abril, 2025. "Game on: curbing impulse buying and returns in apparel e-tailers," Review of Managerial Science, Springer, vol. 19(6), pages 1783-1817, June.
- Pedro Costa & Helena Rodrigues, 2024. "The ever-changing business of e-commerce-net benefits while designing a new platform for small companies," Review of Managerial Science, Springer, vol. 18(9), pages 2507-2545, September.
- Weng Marc Lim & Manish Das & Wamika Sharma & Aastha Verma & Rajeev Kumra, 2025. "Gamification for sustainable consumption: A state‐of‐the‐art overview and future agenda," Business Strategy and the Environment, Wiley Blackwell, vol. 34(1), pages 1510-1549, January.
- 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.
- Pascal Brassier & Véronique Favre-Bonté & Patrick Ralet, 2024. "The Impact of collective Pre-game Organization in the perceived Experience of Digital Management Simulations in Higher Education," Post-Print hal-04629068, HAL.
- 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).
- Hsin Hsin Chang & You-Hung Lin & Yu-Yu Lu & Cheng Lung Lee, 2025. "Exploring user motivations to proactive stickiness through pleasure-arousal-dominance model towards online games," Information Technology and Management, Springer, vol. 26(4), pages 483-507, December.
- 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).
- Kristy de Salas & Louise Ashbarry & Mikaela Seabourne & Ian Lewis & Lindsay Wells & Julian Dermoudy & Erin Roehrer & Matthew Springer & James D. Sauer & Jenn Scott, 2022. "Improving Environmental Outcomes With Games: An Exploration of Behavioural and Technological Design and Evaluation Approaches," Simulation & Gaming, , vol. 53(5), pages 470-512, October.
- Sattwik Mohanty & Prabu Christopher B, 2023. "A bibliometric analysis of the use of the Gamification Octalysis Framework in training: evidence from Web of Science," Humanities and Social Sciences Communications, Palgrave Macmillan, vol. 10(1), pages 1-14, December.
- Reisdorfer-da-Silva, Rômulo César & Becker, Kalinca Léia & Vieira, Kelmara Mendes, 2025. "The impact of board games on the financial literacy of public-school students," Journal of Behavioral and Experimental Economics (formerly The Journal of Socio-Economics), Elsevier, vol. 114(C).
- Wugeng Chang & Yihan Huang & Daehwan Kim, 2026. "The influence of gamification features in wearable fitness devices on perceived value, device loyalty, and exercise continuance intention: the moderating role of personal innovativeness," Humanities and Social Sciences Communications, Palgrave Macmillan, vol. 13(1), pages 1-17, December.
- Wojciech Pizlo & Anna Mazurkiewicz-Pizlo, 2023. "Gamification - Use in Tourism Business Management," European Research Studies Journal, European Research Studies Journal, vol. 0(2), pages 390-409.
- Lan, Xiaomeng & Song, Baobao, 2025. "The more, the merrier? Investigating the distinct and interaction effects of gamification mechanics in corporate sustainability engagement," Journal of Business Research, Elsevier, vol. 199(C).
- Pascal Brassier & Véronique Favre-Bonte & Patrick Ralet, 2025. "The Impact of Collective Pre-game Organization in the Perceived Experience of Digital Management Simulations in Higher Education," IIM Kozhikode Society & Management Review, , vol. 14(2), pages 242-254, July.
- Dixon Prem Daniel Rajendran & Rangaraja P. Sundarraj, 2025. "Designing Game-based Learning Artefacts for Cybersecurity Processes Using Action Design Research," Business & Information Systems Engineering: The International Journal of WIRTSCHAFTSINFORMATIK, Springer;Gesellschaft für Informatik e.V. (GI), vol. 67(3), pages 409-428, June.
- 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).
- Tsai, Pei-Hsuan, 2024. "Exploring consumer purchase intention in cross-boundary retail alliances with gamified OMO virtual-physical fusion services," Journal of Retailing and Consumer Services, Elsevier, vol. 77(C).
- Zhang, Yanping & Xi, Nannan & Liang, Changyong & Ma, Yiming & Hong, Wenjia & Wang, Xiaoxiao & Hamari, Juho, 2025. "Gamification for elderly well-being: Effects on experience and engagement," Technological Forecasting and Social Change, Elsevier, vol. 217(C).
- 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.
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