Badges in Social Media: A Social Psychological Perspective
By Judd Antin, Elizabeth F. Churchill. 2011
350 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/402ba490ff54e3de426096d7a8d07b53c7f30ac1
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Jure Leskovec
- Jon M. Kleinberg
- Charu C. Aggarwal
- Dan Huttenlocher
- Elisa D. Mekler
- Yoshua Bengio
- Ashton Anderson
- June Ahn
Citations in the corpus
- Rank And Response: A Field Experiment On Peer Information And Water Use Behavior (2017, methodology): “Households in the Team treatment group received an HWR with a cooperatively framed Team Challenge in the treatment area.”
- Open badges for education: what are the implications at the intersection of open systems and badging? (2014, background): “The process of earning a badge is a form of feedback to an individual from the system, acting as a symbol of status to other users and affirmation from the system itself (Antin and Churchill 2011).”
- Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2017, background): “…(Hamari et al., 2014; Seaborn & Fels, 2015), largely ignoring the underlying psychological mechanisms that may actually account for these effects (Antin & Churchill, 2011; Deterding, 2014), (but refer to Hanus & Fox, 2015; Lieberoth, 2015; Mekler, Brühlmann, Opwis, & Tuch, 2013b; for notable…”
- The effect of virtual achievements on student engagement (2013, background): “Several of the achievements, such as those for attending a certain number of events on campus, served the “goal setting” role as described by Antin and Churchill [3].”
- Steering user behavior with badges (2013, background): “[1] J. Antin and E. Churchill.”
- Studying Gamification: The Effect of Rewards and Incentives on Motivation (2015, background): “The interplay between status and affi rmation highlights how badges can be engaging from either an individual or a group point of view (Antin & Churchill, 2011 ).”
- The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015, background): “As Antin and Churchill (2011) outlined, a simple design element like a badge can be functionalized for at least five different motivational processes (goal-setting, group belonging, etc.).”
- Psychological Perspectives on Motivation through Gamification (2013, background): “- Badges function as a form of group identification by communicating shared experiences and activities [26] and thereby address people with a strong affiliation motive (cf.”