Gamification of task performance with leaderboards: A goal setting experiment
By Richard N. Landers, Kristina N. Bauer, Rachel C. Callan. Computers in Human Behavior, 2017
424 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Experimental and Cognitive Psychology, Social Psychology
View Paper: https://www.semanticscholar.org/paper/ce7102fa88f1ce2e27c45c8ed7c19bf527cf93bf
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Jonna Koivisto
- Juho Hamari
- Khe Foon Timothy Hew
- Chung Kwan Lo
- Biyun Huang
- Michael Sailer
- Lisa Homner
- Nannan Xi
In Experimental and Cognitive Psychology
- Lisa Homner
- Michael Sailer
- Juho Hamari
- Khe Foon Timothy Hew
- Jonna Koivisto
- Biyun Huang
- Chung Kwan Lo
In Social Psychology
- Lisa Homner
- Michael Sailer
- Juho Hamari
- Khe Foon Timothy Hew
- Jonna Koivisto
- Biyun Huang
- Chung Kwan Lo
Citations in the corpus
- Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018, background): “A recent study by Landers et al. (2017) showed that participants using a leaderboard signi fi cantly outperformed other participants in the do-your-best and easy goal conditions (the task in question involved participants listing as many uses as possible for a knife).”
- The Gamification of Learning: a Meta-analysis (2019, background): “In general, they focus on game fiction, which is defined as the inclusion of a fictional game world or story (Armstrong and Landers 2017).”
- The rise of motivational information systems: A review of gamification research (2019, background): “, 2013), hence they differ in their attainability and goal seeking outcomes (Freund et al., 2010; Hackel, Jones, Carbonneau, & Mueller, 2016; Landers et al., 2015; Lunenburg, 2011; Mann et al., 2013).”