Gamification in science education. A systematic review of the literature

M Kalogiannakis, S Papadakis, AI Zourmpakis - Education sciences, 2021 - mdpi.com
The implementation of gamification in education has attracted many researchers to increase
engagement and achieve learning more effectively. Implementing technology in science …

[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 …

Technology acceptance theories and factors influencing artificial Intelligence-based intelligent products

K Sohn, O Kwon - Telematics and Informatics, 2020 - Elsevier
The rapid growth of artificial intelligence (AI) technology has prompted the development of AI-
based intelligent products. Accordingly, various technology acceptance theories have been …

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] A systematic review of gamification in e-Health

L Sardi, A Idri, JL Fernández-Alemán - Journal of biomedical informatics, 2017 - Elsevier
Gamification is a relatively new trend that focuses on applying game mechanics to non-
game contexts in order to engage audiences and to inject a little fun into mundane activities …

Toward meaningful engagement

D Liu, R Santhanam, J Webster - MIS quarterly, 2017 - JSTOR
Gamification, an emerging idea for using game design elements and principles to make
everyday tasks more engaging, is permeating many different types of information systems …

Examining the impact of gamification on intention of engagement and brand attitude in the marketing context

Y Yang, Y Asaad, Y Dwivedi - Computers in Human Behavior, 2017 - Elsevier
The development of multiple applications with features of games has brought about a new
trend–gamification. Gamification has become a fast-emerging practice in the business world …

Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use

J Högberg, J Hamari, E Wästlund - User modeling and user-adapted …, 2019 - Springer
In this paper, we present the development and validation of an instrument for measuring
users' gameful experience while using a service. Either intentionally or unintentionally …

Do badges increase user activity? A field experiment on the effects of gamification

J Hamari - Computers in human behavior, 2017 - Elsevier
During recent years, the practice of adding game design to non-game services has gained a
relatively large amount of attention. Popular discussion connects gamification to increased …

Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention

N Yu, YT Huang - Computers in Human Behavior, 2022 - Elsevier
In recent years, there has been an upsurge in the number of mini-games on mobile
commerce platforms. The emerging gamification phenomenon of e-commerce still requires …