[HTML][HTML] Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based …

J Krath, L Schürmann, HFO Von Korflesch - Computers in Human Behavior, 2021 - Elsevier
Despite increasing scientific interest in explaining how gamification supports positive affect
and motivation, behavior change and learning, there is still a lack of an overview of the …

[HTML][HTML] Gamification in management education: A systematic literature review

RJR Silva, RG Rodrigues, CTP Leal - BAR-Brazilian Administration …, 2019 - SciELO Brasil
Quality of teaching is increasingly important for the success of educational institutions. In this
context, gamification is a tool often used to improve the teaching-learning process by …

Gamification approaches for education and engagement on pro-environmental behaviors: Searching for best practices

T Ouariachi, CY Li, WJL Elving - Sustainability, 2020 - mdpi.com
Education is a key factor to respond to the threat of climate change, increasing not only
knowledge but also encouraging changes in attitudes and behaviors to adopt sustainable …

Gamification

E Sanchez, H van Oostendorp, JD Fijnheer… - … of Education and …, 2020 - Springer
Digital game-based learning (DGBL) is increasingly being used to refer to the use of games
for expected learning outcomes. The expression emphasizes the importance of the context …

The potential and constraint of work gamification for employees' creative performance

JE Ikhide, AT Timur, OA Ogunmokun - The Service Industries …, 2022 - Taylor & Francis
Drawing on the affordance theory, this paper theorizes about how workplace creativity could
be influenced by employees' interaction with game design elements incorporated into work …

Contextual autonomy support in video game play: a grounded theory

S Deterding - Proceedings of the 2016 chi conference on human …, 2016 - dl.acm.org
Autonomy experience constitutes a core part of the intrinsic motivation of playing games.
While research has explored how autonomy is afforded by a game's design, little is known …

Gamified modules for an introductory statistics course and their impact on attitudes and learning

T Smith - Simulation & Gaming, 2017 - journals.sagepub.com
Background. The theory of gamified learning (Landers, 2014) posits that gamified
approaches positively impact students' attitudes, and in turn this change in attitudes impacts …

Gamification and transmedia in interdisciplinary contexts: A didactic intervention for the primary school classroom

M Ruiz-Bañuls, IM Gómez-Trigueros, J Rovira-Collado… - Heliyon, 2021 - cell.com
Previous research has established the lack of motivation by primary education students vis-à-
vis the acquisition of the necessary key competencies compulsory in the Spanish school …

Respawn, reload, relate: exploring the self-care possibilities for mental health in games through a humanistic lens

V Spors, I Kaufman - Proceedings of the ACM on Human-Computer …, 2021 - dl.acm.org
Games have the potential to not only entertain and immerse people, but can be used as
vehicles for meaning-making. Given these qualities, games are approached as inspiration …

[图书][B] The rhetoric of videogames as embodied practice: Procedural habits

S Holmes - 2017 - taylorfrancis.com
The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of
embodiment and materiality in rhetorical considerations of videogames. Holmes argues that …