Gamification: designing for motivation
By Sebastian Deterding. INTR, 2012
724 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/0b5ad541375bc87884c3552c9fff4a7dec8599d8
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Citations in the corpus
- The effect of gamification on motivation and engagement (2018, background): “Some researchers defined gamification as the use of game elements, mechanics, features, design, and structure in a non-game environment or context (Attali and Arieli-Attali, 2015; Bruder, 2015; Dale, 2014; Davis, 2014; Deterding, 2012; González et al., 2016; Hanus and Fox, 2015; Issacs, 2015; Kapp, ”
- Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017, unknown): “when several industry players popularised it (Deterding, 2011).”
- The effect of virtual achievements on student engagement (2013, result): “That the badges appear to have an impact on this activity is consistent with Rajat Paharia’s observation that the “entity being gamified needs to have some intrinsic value already” [11].”
- Gamification in theory and action: A survey (2015, background): “An emerging strategy in this area is gamification, which has been largely, though inconsistently, referred to as the selective incorporation of game elements into an interactive system without a fully-fledged game as the end product (Deterding, 2012; Deterding et al., 2011a, 2011c).”