[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 …

[HTML][HTML] Two decades of game concepts in digital learning environments–A bibliometric study and research agenda

S Schöbel, M Saqr, A Janson - Computers & Education, 2021 - Elsevier
In recent years, using game concepts for educational purposes in digital environments has
become continually more popular and relevant. Games can be used to motivate and engage …

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 …

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 …

Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs

SM Schöbel, A Janson, M Söllner - European Journal of Information …, 2020 - Taylor & Francis
Gamification is a well-known approach that refers to the use of elements to increase the
motivation of information systems users. A remaining challenge in gamification is that no …

Gamification in the workplace: The central role of the aesthetic experience

A Suh, CMK Cheung, M Ahuja… - Journal of Management …, 2017 - Taylor & Francis
Although gamification in the workplace is burgeoning, organizations frequently have
difficulty sustaining user engagement with a gamified information system (IS). The focus of …

How motivational feedback increases user's benefits and continued use: A study on gamification, quantified-self and social networking

L Hassan, A Dias, J Hamari - International Journal of Information …, 2019 - Elsevier
With the increasing provenance of hedonic and social information systems, systems are
observed to employ other forms of feedback and design than purely informational in order to …

Cooperation or competition–When do people contribute more? A field experiment on gamification of crowdsourcing

B Morschheuser, J Hamari, A Maedche - International Journal of Human …, 2019 - Elsevier
Abstract Information technology is being increasingly employed to harness under-utilized
resources via more effective coordination. This progress has manifested in different …

The education of desire and the use of ICT

OY Aparicio Gómez - Desire and Human Flourishing: Perspectives from …, 2020 - Springer
This chapter proposes an approach to the education of desire in students who routinely use
ICT in their formal, nonformal, and informal educational processes. The use and …

Optimal experience of flow enhanced by telepresence: Evidence from social media use

JÉ Pelet, S Ettis, K Cowart - Information & Management, 2017 - Elsevier
Flow has been proposed as an essential component for understanding online behavior and
defining the stimulating nature of online experiences. In this research, we examine the …