[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 …

Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies

G Lampropoulos, E Keramopoulos, K Diamantaras… - applied sciences, 2022 - mdpi.com
This study scrutinizes the existing literature regarding the use of augmented reality and
gamification in education to establish its theoretical basis. A systematic literature review …

The human side of human-chatbot interaction: A systematic literature review of ten years of research on text-based chatbots

A Rapp, L Curti, A Boldi - International Journal of Human-Computer Studies, 2021 - Elsevier
Over the last ten years there has been a growing interest around text-based chatbots,
software applications interacting with humans using natural written language. However …

[HTML][HTML] Gamification of cooperation: A framework, literature review and future research agenda

M Riar, B Morschheuser, R Zarnekow… - International Journal of …, 2022 - Elsevier
Cooperation is in many ways a meaningful behavior and understanding how cooperation
can be fostered among humans is integral to solving the many global challenges we are …

Gamification and online impulse buying: The moderating effect of gender and age

L Zhang, Z Shao, X Li, Y Feng - International Journal of Information …, 2021 - Elsevier
While gamification has emerged as one of the most promising futuristic trends in e-
commerce, how it impacts consumers' impulse buying behavior remains largely …

[HTML][HTML] The rise of motivational information systems: A review of gamification research

J Koivisto, J Hamari - International journal of information management, 2019 - Elsevier
Today, our reality and lives are increasingly game-like, not only because games have
become a pervasive part of our lives, but also because activities, systems and services are …

Can gamification help to improve education? Findings from a longitudinal study

LM Putz, F Hofbauer, H Treiblmaier - Computers in Human Behavior, 2020 - Elsevier
A goal of any educational measure is to improve students' capability to retain teaching
content. In this paper, we investigate the potential of gamification to foster knowledge …

How gamification drives consumer citizenship behaviour: The role of perceived gamification affordances

J Xu, HS Du, KN Shen, D Zhang - International Journal of Information …, 2022 - Elsevier
Encouraging online consumers to perform the voluntary extra-role behaviour, so called
“consumer citizenship behaviour”, is crucial to organizational performance in the modern …

The rise of human machines: How cognitive computing systems challenge assumptions of user-system interaction

S Schuetz, V Venkatesh - Journal of the Association for Information …, 2020 - papers.ssrn.com
Cognitive computing systems (CCS) are a new class of computing systems that implement
more human-like cognitive abilities. CCS are not a typical technological advancement but an …

How to improve user engagement and retention in mobile payment: a gamification affordance perspective

L Zhang, Z Shao, J Benitez, R Zhang - Decision Support Systems, 2023 - Elsevier
Given the cut-throat competition in the Chinese mobile payment market, user retention is
essential for guaranteeing the long-term profitability of mobile payment platforms …