Serious games and gamification in the corporate training environment: A literature review

K Larson - TechTrends, 2020 - Springer
Gamification is the concept of leveraging the psychological predisposition to engage in
gaming, using mechanisms that game designers have applied in making video games, as a …

How can social networks design trigger fear of missing out?

A Alutaybi, E Arden-Close, J McAlaney… - … on Systems, Man …, 2019 - ieeexplore.ieee.org
Social Network Sites (SNSs) are meant to facilitate interaction between people. The design
of SNSs employs persuasive techniques with the aim of enhancing the user experience but …

Exploring the darkness of gamification: you want it darker?

T Nyström - Intelligent Computing: Proceedings of the 2021 …, 2021 - Springer
Both academia and industry have shown an increased interest in gamification. To enhance
the design and understanding of gamification there is a need to explore the negative …

[HTML][HTML] Gamification risks to enterprise teamwork: Taxonomy, management strategies and modalities of application

A Algashami, L Vuillier, A Alrobai, K Phalp, R Ali - Systems, 2019 - mdpi.com
Gamification corresponds to the use of game elements to encourage certain attitudes and
behaviours in a serious context. When applied to enterprise teamwork, gamification can lead …

Digital addiction: Negative life experiences and potential for technology-assisted solutions

S Cham, A Algashami, M Aldhayan, J McAlaney… - New Knowledge in …, 2019 - Springer
There is a growing acceptance of the association between obsessive, compulsive and
excessive usage of digital media, eg, games and social networks, and users' wellbeing …

The e-learning persuasion through gamification: an elaboration likelihood model perspective

NS Jayawardena - Young Consumers, 2021 - emerald.com
Purpose The purpose of this theoretical paper is to introduce a conceptual model to
investigate e-learning persuasion through gamification elements using the social …

[HTML][HTML] Engineering digital motivation in businesses: a modelling and analysis framework

A Shahri, M Hosseini, J Taylor, A Stefanidis… - Requirements …, 2020 - Springer
Digital motivation refers to the use of software-based solutions to change, enhance, or
maintain people's attitude and behaviour towards specific tasks, policies, and regulations …

Key in socially driven game dynamics, open the doors of agility-an empirical study on gamification and employee agility

N KS - Behaviour & Information Technology, 2023 - Taylor & Francis
While gamification researchers have emphasised the exploration of game dynamics beyond
typical game mechanics, there is still a blind spot regarding how specific game dynamics …

Procrastination on social networking sites: Combating by design

A Alblwi, A Stefanidis, K Phalp… - 2019 13th International …, 2019 - ieeexplore.ieee.org
Procrastination refers to a voluntary postponement that prevents people from performing
their tasks and can hurt productivity and wellbeing. Procrastination might occur due to a lack …

[图书][B] Plug & play? Stakeholders' co-meaningmaking of gamification implementations in workplace learning environments

A Palmquist - 2023 - gupea.ub.gu.se
This dissertation discusses the implementation process of gamification in organisations'
workplace learning environments, focusing on four stakeholder groups: Administrators …