Gamification in the Workplace: The Central Role of the Aesthetic Experience
By Ayoung Suh, Christy M. K. Cheung, Manju K. Ahuja, Christian Wagner. Journal of Management Information Systems, 2017
307 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/5a6ebf2f3b4b7f2981b7d2a9a61998e91689934b
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- J. M. Aguilar-Parra
- Pablo Camacho-Lazarraga
- Antonio Alías
- M. A. Guerrero
- Laura M. Guerrero-Puerta
- A. Manzano-León
- R. Trigueros
Citations in the corpus
- Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021, background): “It is also important to know the student’s player profile when selecting mechanics and dynamics, since, for example, the players who are socializing more will be more interested in collaborative dynamics than in competition [60].”