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Gamification Science, Its History and Future: Definitions and a Research Agenda

Citations

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Cited by:

  1. Pilar Martín-Hernández & Marta Gil-Lacruz & Ana I. Gil-Lacruz & Juan Luis Azkue-Beteta & Eva M. Lira & Luis Cantarero, 2021. "Fostering University Students’ Engagement in Teamwork and Innovation Behaviors through Game-Based Learning (GBL)," Sustainability, MDPI, vol. 13(24), pages 1-16, December.
  2. 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.
  3. Leclercq, Thomas & Poncin, Ingrid & Hammedi, Wafa, 2020. "Opening the black box of gameful experience: Implications for gamification process design," Journal of Retailing and Consumer Services, Elsevier, vol. 52(C).
  4. 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).
  5. Pinski, Marc & Haas, Miguel & Benlian, Alexander, 2024. "Building Metaknowledge in AI Literacy – The Effect of Gamified vs. Text-based Learning on AI Literacy Metaknowledge," Publications of Darmstadt Technical University, Institute for Business Studies (BWL) 142981, Darmstadt Technical University, Department of Business Administration, Economics and Law, Institute for Business Studies (BWL).
  6. 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.
  7. Maria Elena Latino & Marta Menegoli & Fulvio Signore & Maria Chiara De Lorenzi, 2023. "The Potential of Gamification for Social Sustainability: Meaning and Purposes in Agri-Food Industry," Sustainability, MDPI, vol. 15(12), pages 1-18, June.
  8. Wadim Strielkowski & Elena Tarkhanova & Natalia Baburina & Justas Streimikis, 2021. "Corporate Social Responsibility and the Renewable Energy Development in the Baltic States," Sustainability, MDPI, vol. 13(17), pages 1-18, September.
  9. Willy C. Kriz & J. Tuomas Harviainen & Timothy C. Clapper, 2018. "Game Science: Foundations and Perspectives," Simulation & Gaming, , vol. 49(3), pages 199-206, June.
  10. Jan HG Klabbers, 2018. "On the Architecture of Game Science," Simulation & Gaming, , vol. 49(3), pages 207-245, June.
  11. Ozgul Cetin & Fethiye Erbay, 2021. "Gamification Practices in Museums," Journal of Tourismology, Istanbul University, Faculty of Economics, vol. 7(2), pages 265-276, December.
  12. Francesco Bellosi & Maria Spadafora & Mario Rapaccini, 2023. "Creating the Culture for Sustainable Innovation: A Gamified Approach," Sustainability, MDPI, vol. 15(22), pages 1-14, November.
  13. Jacek Woźniak, 2020. "Gamification for Sales Incentives," Contemporary Economics, University of Economics and Human Sciences in Warsaw., vol. 14(2), June.
  14. Legaki, Nikoletta-Zampeta & Karpouzis, Kostas & Assimakopoulos, Vassilios & Hamari, Juho, 2021. "Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course," Technological Forecasting and Social Change, Elsevier, vol. 167(C).
  15. David Gundry & Sebastian Deterding, 2019. "Validity Threats in Quantitative Data Collection With Games: A Narrative Survey," Simulation & Gaming, , vol. 50(3), pages 302-328, June.
  16. Chirag Arora & Maryam Razavian, 2021. "Ethics of Gamification in Health and Fitness-Tracking," IJERPH, MDPI, vol. 18(21), pages 1-19, October.
  17. Donafeby Widyani, 2021. "Gamification as a marketing strategy for Garuda Indonesia loyalty program," International Journal of Research in Business and Social Science (2147-4478), Center for the Strategic Studies in Business and Finance, vol. 10(7), pages 418-422, October.
  18. Jan HG Klabbers, 2018. "On the Architecture of Game Science: A Rebuttal," Simulation & Gaming, , vol. 49(3), pages 356-372, June.
  19. Jayanth Raghothama & Sebastiaan Meijer, 2018. "Rigor in Gaming for Design: Conditions for Transfer Between Game and Reality," Simulation & Gaming, , vol. 49(3), pages 246-262, June.
  20. Richard A. Oxarart & Jeffery D. Houghton, 2021. "A Spoonful of Sugar: Gamification as Means for Enhancing Employee Self-Leadership and Self-Concordance at Work," Administrative Sciences, MDPI, vol. 11(2), pages 1-16, April.
  21. Elena Bakhanova & Jaime A. Garcia & William L. Raffe & Alexey Voinov, 2023. "Gamification Framework for Participatory Modeling: A Proposal," Group Decision and Negotiation, Springer, vol. 32(5), pages 1167-1182, October.
  22. Mihai Burlacu & Claudiu Coman & Maria Cristina Bularca, 2023. "Blogged into the System: A Systematic Review of the Gamification in e-Learning before and during the COVID-19 Pandemic," Sustainability, MDPI, vol. 15(8), pages 1-35, April.
  23. Tania Ouariachi & Chih-Yen Li & Wim J. L. Elving, 2020. "Gamification Approaches for Education and Engagement on Pro-Environmental Behaviors: Searching for Best Practices," Sustainability, MDPI, vol. 12(11), pages 1-14, June.
  24. Ksenia Koroleva & Jasminko Novak, 2020. "How to Engage with Sustainability Issues We Rarely Experience? A Gamification Model for Collective Awareness Platforms in Water-Related Sustainability," Sustainability, MDPI, vol. 12(2), pages 1-24, January.
  25. Warmelink, Harald & Koivisto, Jonna & Mayer, Igor & Vesa, Mikko & Hamari, Juho, 2020. "Gamification of production and logistics operations: Status quo and future directions," Journal of Business Research, Elsevier, vol. 106(C), pages 331-340.
  26. Jaakko Stenros & Annakaisa Kultima, 2018. "On the Expanding Ludosphere," Simulation & Gaming, , vol. 49(3), pages 338-355, June.
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