Editorial : The maturing of gamification research
暂无分享,去创建一个
[1] Alexandre N. Tuch,et al. Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements , 2013, Gamification.
[2] Stoyan R. Stoyanov,et al. Gamification for health and wellbeing: A systematic review of the literature , 2016, Internet interventions.
[3] Carina S. González-González,et al. A Literature Review of Gamification Design Frameworks , 2015, 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games).
[4] Richard N. Landers,et al. Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model , 2017, Comput. Hum. Behav..
[5] Staffan Björk,et al. Designing gamification: creating gameful and playful experiences , 2013, CHI Extended Abstracts.
[6] Juho Hamari,et al. Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.
[7] Daniel M. Johnson,et al. Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience , 2017, Comput. Hum. Behav..
[8] Rachel C. Callan,et al. Training Evaluation in Virtual Worlds: Development of a Model , 2012 .
[9] Sebastian Deterding,et al. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design , 2015, Hum. Comput. Interact..
[10] Erika Noll Webb,et al. Gamification: When It Works, When It Doesn't , 2013, HCI.
[11] Juho Hamari,et al. Framework for Designing and Evaluating Game Achievements , 2011, DiGRA Conference.
[12] Richard E. Lucas,et al. Introduction to personality and assessment at age 40: Reflections on the legacy of the person–situation debate and the future of person–situation integration , 2009 .
[13] Judith Donath,et al. Signals in Social Supernets , 2007, J. Comput. Mediat. Commun..
[14] Amon Rapp,et al. Designing interactive systems through a game lens: An ethnographic approach , 2017, Comput. Hum. Behav..
[15] Laura Malinverni,et al. An inclusive design approach for developing video games for children with Autism Spectrum Disorder , 2017, Comput. Hum. Behav..
[16] Deborah I. Fels,et al. Gamification in theory and action: A survey , 2015, Int. J. Hum. Comput. Stud..
[17] Alexandre N. Tuch,et al. Towards understanding the effects of individual gamification elements on intrinsic motivation and performance , 2017, Comput. Hum. Behav..
[18] Joaquim A. Jorge,et al. Studying student differentiation in gamified education: A long-term study , 2017, Comput. Hum. Behav..
[19] Juho Hamari,et al. How to Gamify? A Method For Designing Gamification , 2017, HICSS.
[20] Karina Caro Corrales. FroggyBobby: An exergame to support children with motor problems practicing motor coordination exercises during therapeutic interventions , 2017 .
[21] Carlos Cruz,et al. The need to achieve: Players' perceptions and uses of extrinsic meta-game reward systems for video game consoles , 2017, Comput. Hum. Behav..
[22] B. Whitley. Principles of research in behavioral science , 1996 .
[23] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[24] John W. Rice,et al. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education , 2012, Int. J. Gaming Comput. Mediat. Simulations.
[25] Marc Busch,et al. The Gamification User Types Hexad Scale , 2016, CHI PLAY.
[26] E. Deci,et al. Motivation, personality, and development within embedded social contexts: An overview of self-determination theory. , 2012 .
[27] W. Fleeson,et al. The End of the Person–Situation Debate: An Emerging Synthesis in the Answer to the Consistency Question , 2008 .
[28] Fiona Fui-Hoon Nah,et al. Gamification of Education: A Review of Literature , 2014, HCI.
[29] James Paul Gee,et al. Learning by Design: Good Video Games as Learning Machines , 2005 .
[30] Alessandro De Gloria,et al. Mapping learning and game mechanics for serious games analysis , 2015, Br. J. Educ. Technol..
[31] Juho Hamari,et al. Do badges increase user activity? A field experiment on the effects of gamification , 2017, Comput. Hum. Behav..
[32] Bohyun Kim. Why, how to, and how not to gamify the library experience , 2012 .
[33] Yvonne Rogers,et al. New theoretical approaches for human-computer interaction , 2005, Annu. Rev. Inf. Sci. Technol..
[34] Sebastian Deterding,et al. Eudaimonic Design, or: Six Invitations to Rethink Gamification , 2014 .
[35] Richard N. Landers,et al. Gamification of task performance with leaderboards: A goal setting experiment , 2017, Comput. Hum. Behav..
[36] Ethan Mollick,et al. Mandatory Fun: Consent, Gamification and the Impact of Games at Work , 2014 .
[37] Katherine Isbister,et al. Designing games for learning: insights from conversations with designers , 2010, CHI.