Gamification of health professions education: a systematic review

AEJ van Gaalen, J Brouwer… - Advances in Health …, 2021 - Springer
Gamification refers to using game attributes in a non-gaming context. Health professions
educators increasingly turn to gamification to optimize students' learning outcomes …

[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 …

Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty

J Hwang, L Choi - Journal of business research, 2020 - Elsevier
This study investigates whether and how gamification in loyalty programs (ie, gamified
loyalty programs) impacts consumer loyalty toward loyalty programs and behavioral …

How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love

CL Hsu, MC Chen - Computers in human behavior, 2018 - Elsevier
Gamification is increasingly applied as a design strategy when improving various behavioral
outcomes in the online retailing domain. Understanding the attributes of gamification …

Gamification in theory and action: A survey

K Seaborn, DI Fels - International Journal of human-computer studies, 2015 - Elsevier
Gamification has drawn the attention of academics, practitioners and business professionals
in domains as diverse as education, information studies, human–computer interaction, and …

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 …

Enhancing student learning experience with technology-mediated gamification: An empirical study

CHH Tsay, A Kofinas, J Luo - Computers & Education, 2018 - Elsevier
We evaluated the use of gamification to facilitate a student-centered learning environment
within an undergraduate Year 2 Personal and Professional Development (PPD) course. In …

Serious games and gamification in the corporate training environment: A literature review

K Larson - TechTrends, 2020 - Springer
Gamification is the concept of leveraging the psychological predisposition to engage in
gaming, using mechanisms that game designers have applied in making video games, as a …

Gamification and mobile marketing effectiveness

CF Hofacker, K De Ruyter, NH Lurie… - Journal of …, 2016 - journals.sagepub.com
A variety of business sectors have been buffeted by the diffusion of mobile technology, a
trend that presents a variety of difficult challenges but interesting opportunities to marketers …