Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies

G Lampropoulos, E Keramopoulos, K Diamantaras… - applied sciences, 2022 - mdpi.com
This study scrutinizes the existing literature regarding the use of augmented reality and
gamification in education to establish its theoretical basis. A systematic literature review …

[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] 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 …

Understanding FinTech platform adoption: impacts of perceived value and perceived risk

J Xie, L Ye, W Huang, M Ye - Journal of Theoretical and Applied …, 2021 - mdpi.com
FinTech platforms are one of the most important elements in the rapidly digitized world's
economy. This study investigates the factors that affected individuals' acceptance of FinTech …

Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

N Xi, J Hamari - International Journal of Information Management, 2019 - Elsevier
Gamification is increasingly used as an essential part of today's services, software and
systems to engage and motivate users, as well as to spark further behaviors. A core …

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 …

[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 …

Gamification during Covid-19: Promoting active learning and motivation in higher education

EG Rincon-Flores, BN Santos-Guevara - Australasian Journal of …, 2021 - ajet.org.au
Virtual teaching modalities urgently implemented during the Covid-19 pandemic require
strategies to motivate students to participate actively in higher education. Our study found …

[HTML][HTML] Exploring the competing influences of privacy concerns and positive beliefs on citizen acceptance of contact tracing mobile applications

G Fox, T Clohessy, L van der Werff, P Rosati… - Computers in Human …, 2021 - Elsevier
The continued proliferation of information technology in all aspects of our lives fosters
benefits but also generates risks to individuals' privacy. In emerging contexts, such as …