Situated motivational affordances of game elements: A conceptual model
By Sebastian Deterding, Hans Bredow. 2011
304 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/39e1dbd0db14a0f3a4667d0badcd9623331fadd2
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Citations in the corpus
- Studying Gamification: The Effect of Rewards and Incentives on Motivation (2015, background): “Existing motivational models for video game play focus on how a game as a whole creates experiences of fun (Deterding, 2011 ; Sweetser & Wyeth, 2005 ).”
- The Model for Introduction of Gamification into E-learning in Higher Education (2015, background): “Gamification can be defined as the “use of game design elements to motivate user behavior in non-game contexts” (Deterding, 2011).”
- A User-Centered Theoretical Framework for Meaningful Gamification (2012, background): “Deterding (2011a) puts it well in his the notes to his Google Tech Talk on gamification: “One practical way to do this is to allow users to set and customize their own goals within the platform.”
- Gamification in theory and action: A survey (2015, background): “Indeed , Deterding ( 2011 ) proposes that a given element may be both intrinsically and extrinsically motivating for certain people in certain situations at certain times .”
- Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2017, background): “Deterding (2011, 2012) suggested that in order to gain a better understanding of the psychological mechanisms underlying gamification, the effects of individual game design elements on user motivation should be studied, referring to the concept of motivational affordance, that is, the properties of…”
- Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements (2013, background): “As such situational factors may mediate how points, levels and leaderboards affect intrinsic motivation [6], it is important to examine their effects in different non-game contexts, in order to gain a better understanding of when the implementation of these game elements may or may not harm users’…”
- Does educational gamification improve students’ motivation? If so, which game elements work best? (2018, background): “Numerous definitions have been proposed for gamification (Bunchball, 2010; Deterding, 2011; Deterding, Dixon, Khaled, & Nacke, 2011a, 2011b; Deterding, Sicart, Nacke, O’Hara, & Dixon, 2011; Hamari, Koivisto, & Sarsa, 2014; Huotari & Hamari, 2012; Kapp, 2012; Kim, Song, Lockee, & Burton, 2018b; Lee…”