A systematic review of gamification research: In pursuit of homo ludens

A Bozkurt, G Durak - International Journal of Game-Based Learning …, 2018 - igi-global.com
Gamification is an innovative approach that aims to increase users' engagement and
motivation and provide sustainable experiences. It has recently become widely known and …

Digital mediation in business-to-business marketing: A bibliometric analysis

B Kumar, A Sharma, S Vatavwala, P Kumar - Industrial Marketing …, 2020 - Elsevier
Digital mediation in business-to-business marketing is becoming increasingly important to
firms, due to customer needs and evolving technological environments. The extensive …

A bibliometric analysis of gamification research

M Trinidad, M Ruiz, A Calderon - IEEE Access, 2021 - ieeexplore.ieee.org
Gamification has rapidly emerged as one of the favorite persuasive technologies widely
used with the aim of promoting a positive change in the user's behavior by means of …

Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy

C Perryer, NA Celestine, B Scott-Ladd… - The International Journal …, 2016 - Elsevier
Gamification is a term that has gained currency over the last few years. Gamification refers to
the application of characteristics from digital games into non-gaming contexts. The concept …

The effects of a gamified human resource management system on job satisfaction and engagement

M Silic, G Marzi, A Caputo… - Human Resource …, 2020 - Wiley Online Library
The pressures associated with the speed of competition, including the digitalization of
workspaces, are increasing the need for modern organizations to drive employee …

Virtual reality and gamification in marketing higher education: a review and research agenda

SMC Loureiro, RG Bilro… - Spanish Journal of …, 2020 - emerald.com
Purpose The purpose of this paper is to review studies on the use of virtual reality (VR) and
gamification to engage students in higher education for marketing issues to identify the …

Effectiveness of gamification elements in blended learning environments

C Mese, OO Dursun - Turkish Online Journal of Distance Education, 2019 - dergipark.org.tr
The purpose of this study was to determine the effectiveness of blended learning
environments enriched with the use of gamification elements. The study was carried out …

Continuance intention in gamified mobile applications: A study of behavioral inhibition and activation systems

ET Aydınlıyurt, N Taşkın, S Scahill, A Toker - International Journal of …, 2021 - Elsevier
This study seeks to investigate the effects of Behavioral Activation System (BAS), known as
approach motivation, and Behavioral Inhibition System (BIS), known as avoidance …

[HTML][HTML] Gamificación en contextos educativos: análisis de aplicación en un programa de contaduría pública a distancia

JL Gómez Contreras - Revista Universidad y Empresa, 2020 - scielo.org.co
La escasez de estudios en donde se vincule la aplicación de gamificación educativa, con
sus fundamentos teóricos y/o principios, ha llevado al fracaso de la gamificación en …

Research commentary: Setting a definition, context, and theory-based research agenda for the gamification of non-gaming applications

H Treiblmaier, LM Putz, PB Lowry - AIS Transactions on Human …, 2018 - aisel.aisnet.org
As a nascent area of study, gamification has attracted the interest of researchers in several
fields, but such researchers have scarcely focused on creating a theoretical foundation for …