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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. 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.
  3. 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.
  4. 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.
  5. 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).
  6. 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).
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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).
  12. 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.
  13. 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.
  14. 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.
  15. 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).
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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).
  24. 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).
  25. 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.
  26. 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.
  27. 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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