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Is it all a game? Understanding the principles of gamification

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Cited by:

  1. Nick Butler & Sverre Spoelstra, 2024. "Redemption Through Play? Exploring the Ethics of Workplace Gamification," Journal of Business Ethics, Springer, vol. 193(2), pages 259-270, August.
  2. Anna Mutule & Marcos Domingues & Fernando Ulloa-Vásquez & Dante Carrizo & Luis García-Santander & Ana-Maria Dumitrescu & Diego Issicaba & Lucas Melo, 2021. "Implementing Smart City Technologies to Inspire Change in Consumer Energy Behaviour," Energies, MDPI, vol. 14(14), pages 1-15, July.
  3. Jesús López-Belmonte & Adrian Segura-Robles & Arturo Fuentes-Cabrera & María Elena Parra-González, 2020. "Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning," IJERPH, MDPI, vol. 17(7), pages 1-12, March.
  4. Vinod Dumblekar & Suresh Paul Antony & Upinder Dhar, 2024. "Openness to Experience and Player Satisfaction in a Simulation Game," Simulation & Gaming, , vol. 55(3), pages 479-501, June.
  5. Hammedi, Wafa & Leclercq, Thomas & Poncin, Ingrid & Alkire (Née Nasr), Linda, 2021. "Uncovering the dark side of gamification at work: Impacts on engagement and well-being," Journal of Business Research, Elsevier, vol. 122(C), pages 256-269.
  6. Armand Faganel & Filip Pačarić & Igor Rižnar, 2024. "The Impact of Gamification on Slovenian Consumers’ Online Shopping," Administrative Sciences, MDPI, vol. 14(5), pages 1-22, April.
  7. Elina Jääskä & Kirsi Aaltonen & Jaakko Kujala, 2021. "Game-Based Learning in Project Sustainability Management Education," Sustainability, MDPI, vol. 13(15), pages 1-22, July.
  8. Hsi-Peng Lu & Hui-Chen Ho, 2020. "Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications," Sustainability, MDPI, vol. 12(10), pages 1-19, May.
  9. Luigino Bruni & Vittorio Pelligra & Tommaso Reggiani & Matteo Rizzolli, 2020. "The Pied Piper: Prizes, Incentives, and Motivation Crowding-in," Journal of Business Ethics, Springer, vol. 166(3), pages 643-658, October.
  10. 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).
  11. 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).
  12. 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).
  13. Víctor J. Rubio & Aurelio Olmedilla, 2021. "Gamifying App-Based Low-Intensity Psychological Interventions to Prevent Sports Injuries in Young Athletes: A Review and Some Guidelines," IJERPH, MDPI, vol. 18(24), pages 1-10, December.
  14. Marcucci, Edoardo & Gatta, Valerio & Le Pira, Michela, 2018. "Gamification design to foster stakeholder engagement and behavior change: An application to urban freight transport," Transportation Research Part A: Policy and Practice, Elsevier, vol. 118(C), pages 119-132.
  15. Grijalvo, Mercedes & Segura, Alejandro & Núñez, Yilsy, 2022. "Computer-based business games in higher education: A proposal of a gamified learning framework," Technological Forecasting and Social Change, Elsevier, vol. 178(C).
  16. Robson, Karen & Plangger, Kirk & Kietzmann, Jan H. & McCarthy, Ian & Pitt, Leyland, 2016. "Game on: Engaging customers and employees through gamification," Business Horizons, Elsevier, vol. 59(1), pages 29-36.
  17. Mourad Bofala & Julian Alvarez, 2024. "Improving employees' attitude to learning through gamification: what influence? [Améliorer l'attitude des salariés face à l'apprentissage par la gamification : quelle influence ?]," Post-Print hal-04768747, HAL.
  18. Leclercq, Thomas & Hammedi, Wafa & Poncin, Ingrid, 2018. "The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities," Journal of Interactive Marketing, Elsevier, vol. 44(C), pages 82-101.
  19. de Regt, Anouk & Plangger, Kirk & Barnes, Stuart J., 2021. "Virtual reality marketing and customer advocacy: Transforming experiences from story-telling to story-doing," Journal of Business Research, Elsevier, vol. 136(C), pages 513-522.
  20. Chaïma Siala & Abdelmajid Amine, 2022. "Le rôle du retour d’expérience dans la « gamification » des campagnes de crowdsourcing," Post-Print hal-03709625, HAL.
  21. Haziri Fortesa & Chovancová Miloslava & Fetahu Faton, 2019. "Game mechanics and aesthetics differences for tangible and intangible goods provided via social media," Proceedings of the International Conference on Business Excellence, Sciendo, vol. 13(1), pages 772-783, May.
  22. Sophie Renault & Aurore Ingarao, 2018. "Crowdfunding: when fans fund web creators [Crowdfunding : quand les fans rétribuent les créateurs du web]," Post-Print halshs-02190563, HAL.
  23. Haziri Fortesa & Chovancová Miloslava & Fetahu Faton, 2019. "Game mechanics and aesthetics differences for tangible and intangible goods provided via social media," Management & Marketing, Sciendo, vol. 14(2), pages 176-187, June.
  24. Poncin, Ingrid & Garnier, Marion & Ben Mimoun, Mohammed Slim & Leclercq, Thomas, 2017. "Smart technologies and shopping experience: Are gamification interfaces effective? The case of the Smartstore," Technological Forecasting and Social Change, Elsevier, vol. 124(C), pages 320-331.
  25. 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).
  26. Ebers, Axel & Thomsen, Stephan L., 2022. "Evaluating a Gamified Bystander Program: Evidence from Two Randomized Online Field Experiments," Hannover Economic Papers (HEP) dp-692, Leibniz Universität Hannover, Wirtschaftswissenschaftliche Fakultät.
  27. Chih-Wei Lin & Chun-Yu Chien & Chi-Pei Ou Yang & Tso-Yen Mao, 2022. "Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective," Sustainability, MDPI, vol. 15(1), pages 1-14, December.
  28. María Martínez-Hita & Cosme Jesús Gómez-Carrasco & Pedro Miralles-Martínez, 2021. "The effects of a gamified project based on historical thinking on the academic performance of primary school children," Palgrave Communications, Palgrave Macmillan, vol. 8(1), pages 1-10, December.
  29. Eppmann, René & Bekk, Magdalena & Klein, Kristina, 2018. "Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]," Journal of Interactive Marketing, Elsevier, vol. 43(C), pages 98-115.
  30. Sarah Lord Ferguson & Pierre Berthon, 2022. "A renewable resource model of health decision-making: insights to improve health marketing," AMS Review, Springer;Academy of Marketing Science, vol. 12(1), pages 71-84, June.
  31. Athina G. Bright & Stavros T. Ponis, 2021. "Introducing Gamification in the AR-Enhanced Order Picking Process: A Proposed Approach," Logistics, MDPI, vol. 5(1), pages 1-16, March.
  32. Andrea Stevenson Thorpe & Stephen Roper, 2019. "The Ethics of Gamification in a Marketing Context," Journal of Business Ethics, Springer, vol. 155(2), pages 597-609, March.
  33. Lidia Aguiar-Castillo & Alberto Clavijo-Rodriguez & Petra De Saa-Perez & Rafael Perez-Jimenez, 2019. "Gamification as An Approach to Promote Tourist Recycling Behavior," Sustainability, MDPI, vol. 11(8), pages 1-18, April.
  34. Jose Mora-Gonzalez & Isaac J. Pérez-López & Irene Esteban-Cornejo & Manuel Delgado-Fernández, 2020. "A Gamification-Based Intervention Program that Encourages Physical Activity Improves Cardiorespiratory Fitness of College Students: ‘The Matrix rEFvolution Program’," IJERPH, MDPI, vol. 17(3), pages 1-11, January.
  35. Julien Boucher & Clotilde Jenny & Zara Plummer & Gerhard Schneider, 2018. "How to Avoid Pigeonholing the Environmental Manager?," Sustainability, MDPI, vol. 10(7), pages 1-18, July.
  36. B. I. J. M. Van der Heijden & M. J. Burgers & A. M. Kaan & B. F. Lamberts & K. Migchelbrink & R. C. P. M. Van den Ouweland & T. Meijer, 2020. "Gamification in Dutch Businesses: An Explorative Case Study," SAGE Open, , vol. 10(4), pages 21582440209, December.
  37. Andreas Gerber & Markus Ulrich & Flurin X. Wäger & Marta Roca-Puigròs & João S. V. Gonçalves & Patrick Wäger, 2021. "Games on Climate Change: Identifying Development Potentials through Advanced Classification and Game Characteristics Mapping," Sustainability, MDPI, vol. 13(4), pages 1-26, February.
  38. Liu, Jianwei & Zhang, Xiaofei & Meng, Fanbo & Lai, Kee-hung, 2020. "Deploying gamification to engage physicians in an online health community: An operational paradox," International Journal of Production Economics, Elsevier, vol. 228(C).
  39. Mullins, Jeffrey K. & Sabherwal, Rajiv, 2020. "Gamification: A cognitive-emotional view," Journal of Business Research, Elsevier, vol. 106(C), pages 304-314.
  40. 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).
  41. Adina Letiţia Negruşa & Valentin Toader & Aurelian Sofică & Mihaela Filofteia Tutunea & Rozalia Veronica Rus, 2015. "Exploring Gamification Techniques and Applications for Sustainable Tourism," Sustainability, MDPI, vol. 7(8), pages 1-30, August.
  42. Täuscher, Karl, 2017. "Leveraging collective intelligence: How to design and manage crowd-based business models," Business Horizons, Elsevier, vol. 60(2), pages 237-245.
  43. Kaie Maennel & AgnÄ— BrilingaitÄ— & Linas Bukauskas & AuÅ¡rius JuozapaviÄ ius & Benjamin James Knox & Ricardo Gregorio Lugo & Olaf Maennel & Ginta Majore & Stefan Sütterlin, 2023. "A Multidimensional Cyber Defense Exercise: Emphasis on Emotional, Social, and Cognitive Aspects," SAGE Open, , vol. 13(1), pages 21582440231, March.
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