[HTML][HTML] Gameful civic engagement: A review of the literature on gamification of e-participation

L Hassan, J Hamari - Government Information Quarterly, 2020 - Elsevier
With increased digitalization, governments and public institutes became potentially better
able to practice fuller and wider ranges of democratic governance through eg, e …

Theory and technology in organizational psychology: A review of technology integration paradigms and their effects on the validity of theory

RN Landers, S Marin - Annual Review of Organizational …, 2021 - annualreviews.org
Despite the centrality of technology to understanding how humans in organizations think,
feel, and behave, researchers in organizational psychology and organizational behavior …

[HTML][HTML] Enhancing user engagement: The role of gamification in mobile apps

P Bitrián, I Buil, S Catalán - Journal of Business Research, 2021 - Elsevier
Organizations are increasingly making use of gamification to enhance users' engagement
with their mobile apps. However, more research into the mechanisms that facilitate user …

Using gamification to facilitate students' self-regulation in e-learning: A case study on students' L2 English learning

X Li, Q Xia, SKW Chu, Y Yang - Sustainability, 2022 - mdpi.com
E-learning has been an important learning approach in the information era by providing
flexible environments and rich resources for learners. However, it also faces several …

[HTML][HTML] Wearable gaming technology: A study on the relationships between wearable features and gameful experiences

N Xi, J Chen, S Jabari, J Hamari - International Journal of Human …, 2024 - Elsevier
With the parallel advancement and evolution of psycho-physiological sensors, haptics, and
overall wearable computing, wearable devices have become a mainstay in everyday life …

Gamification in tourism and hospitality review platforms: How to RAMP up users' motivation to create content

R Bravo, S Catalán, JM Pina - International Journal of Hospitality …, 2021 - Elsevier
Tourism and hospitality review platforms use gamification to motivate individuals to create
user-generated content. However, the gamification-related motivational processes that drive …

The consistency of gamification user types: A study on the change of preferences over time

ACG Santos, W Oliveira, J Hamari, S Joaquim… - Proceedings of the …, 2023 - dl.acm.org
In recent decades, several studies have suggested and validated user models (eg, Bartle,
and Hexad) to represent different user profiles in games and gamified environments …

Effectiveness of digital game-based trainings in children with neurodevelopmental disorders: A meta-analysis

X Ren, Q Wu, N Cui, J Zhao, HY Bi - Research in Developmental …, 2023 - Elsevier
Digital game-based training programs have recently been used to train the cognitive abilities
of children with neurodevelopmental disorders (NDDs). However, the effects of training …

Do people's user types change over time? An exploratory study

ACG Santos, W Oliveira, J Hamari, S Isotani - arXiv preprint arXiv …, 2021 - arxiv.org
In recent years, different studies have proposed and validated user models (eg, Bartle,
BrainHex, and Hexad) to represent the different user profiles in games and gamified …

Accessibility of games and game-based applications: A systematic literature review and mapping of future directions

L Hassan - new media & society, 2024 - journals.sagepub.com
Digital game technologies, that is, games and emerging game-based applications, are
pervasively spread in society as a means of entertainment, education and exercise, amongst …