Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete
By Byron Reeves, J. Read, John Rizzo. 2009
419 citations recorded by the source corpus.
Subfields: Management Science and Operations Research, Organizational Behavior and Human Resource Management
View Paper: https://www.semanticscholar.org/paper/0593f007da6844146524b5e45c151fbc4a004f8e
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Management Science and Operations Research
In Organizational Behavior and Human Resource Management
- Kevin J. Murphy
- M. Campion
- Sebastian Deterding
- E. Pulakos
- F. Morgeson
- Adam M. Grant
- Stephen E. Humphrey
- T. Judge
Citations in the corpus
- Studying Gamification: The Effect of Rewards and Incentives on Motivation (2015, background): “This is also implemented in games as complex tasks usually are broken down into small units, so larger accomplishments are recognized as smaller ones accumulate (Reeves & Read, 2009 ).”
- New technology trends in education: Seven years of forecasts and convergence (2011, background): “Nevertheless, attempts are being made to apply the power of games and virtual worlds to companies (Reeves & Reed, 2009), not only for training but also for a company's work owing to the power of games in engaging employees in repetitive jobs (e.g., call centers).”
- From game design elements to gamefulness: defining "gamification" (2011, background): “However, until now, little academic attention has been paid to a definition of the concept of “gamification” (see [37] for one exception).”
- Just a Fad? Gamification in Health and Fitness Apps (2014, methodology): “For the purposes of this paper, the 10 effective elements of games were taken from the current literature in the field of gaming, or rather the model of set standards for games set by professionals in the video gaming industry [28].”
- Gamification. using game-design elements in non-gaming contexts (2011, positive): “At the same time, gamification has caught the interest of researchers as a potential means to create engaging workplaces [16] or facilitate mass-collaboration [11].”
- Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013, neutral): “For the purposes of this paper, the 10 effective elements of games were taken from the current literature in the field of gaming, or rather the model of set standards for games set by professionals in the video gaming industry [28].”
- Getting Rid of Performance Ratings: Genius or Folly? A Debate (2016, background): “This is the basis for social comparison, equity, and gaming theory (see Adams, 1965; Bryson & Read, 2009; Festinger, 1954).”