Serious games and gamification in healthcare: a meta-review

R Damaševičius, R Maskeliūnas, T Blažauskas - Information, 2023 - mdpi.com
A serious game is a type of game that is designed for a primary purpose other than
entertainment. Instead, serious games are intended to achieve specific goals, such as …

[HTML][HTML] How commitment and platform adoption drive the e-commerce performance of SMEs: A mixed-method inquiry into e-commerce affordances

J Ballerini, D Herhausen, A Ferraris - International Journal of Information …, 2023 - Elsevier
To cope with the digital transition exacerbated by the COVID-19 pandemic, managers of
manufacturing small and medium enterprises (SMEs) need to adopt innovative practices to …

[HTML][HTML] Does gamification engage users in online shopping?

A García-Jurado, M Torres-Jiménez… - Electronic Commerce …, 2021 - Elsevier
Since prior research has shown that engagement might exert positive effects on value
creation and continuous purchase intention, this study aims to examine the influence of …

Unlocking potential: Systematic review the use of gamification in leadership curriculum

T Hao, JG Winn, Q Qiang - Education and Information Technologies, 2024 - Springer
This systematic review examines the role and efficacy of gamification in leadership
education, addressing a significant void in contemporary literature. Recognizing the …

Why to gamify performance management? Consequences of user engagement in gamification

L Bizzi - Information & Management, 2023 - Elsevier
Gamification offers one of the most promising solutions for information technology (IT)
managers to innovate performance management systems. Yet, evidence on its benefits is …

Playful work design: Conceptualization, measurement, and validity

YS Scharp, AB Bakker, K Breevaart… - Human …, 2023 - journals.sagepub.com
In three different studies, we challenge the traditional view that work and play are mutually
exclusive phenomena. We introduce the concept of playful work design–the proactive …

The critical factors of student performance in MOOCs for sustainable education: a case of Chinese universities

Q Yang, YC Lee - Sustainability, 2021 - mdpi.com
COVID-19 has drastically changed human life, both in the current era and, no doubt, in the
years to come. One of the hot topics during this period is whether and how COVID-19 will …

Determinants of continuance intention to use gamification applications for task management: an extension of technology continuance theory

B Foroughi, M Iranmanesh, M Kuppusamy… - The Electronic …, 2023 - emerald.com
Purpose Gamification applications (apps) are gaining great attention in many contexts and
have grown increasingly. Despite their significant role in many settings, prior research …

[HTML][HTML] The use of gamification strategies to enhance employees' attitudes towards e-training systems

P Bitrián, I Buil, S Catalán, S Hatfield - The International Journal of …, 2023 - Elsevier
Organisations are increasingly using gamification strategies to enhance online training
experiences and engage employees. Despite extensive research in the educational field …

[HTML][HTML] Taking the pulse of a classroom with a gamified audience response system

JJ López-Jiménez, JL Fernández-Alemán… - Computer methods and …, 2022 - Elsevier
Background and objective This paper presents an empirical study of a gamified mobile-
based assessment approach that can be used to engage students and improve their …