For the Win: How Game Thinking Can Revolutionize Your Business
By Kevin Werbach, D. Hunter. 2012
2,048 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/d470fd77ccadfb0d6c082eef06fbeb9078a351f5
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- Michael Sailer
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- Darina Dicheva
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- Katie Seaborn
Citations in the corpus
- Gamification: a systematic review of design frameworks (2017, unknown): “• Cross-references reveal that the MDA framework is used as an inspiration in the approach published by Fitz-Walter (2015), while the framework of Werbach and Hunter (2012) is the basis for the work presented by Merino de Paz (2013).”
- Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017, background): “In all reviewed works with the exception of (Tu et al., 2015), which investigates the relation between gamers’ personality and their game dynamics preferences, the gamification studies focus on the use of game elements (i.e. game components in terms of (Werbach & Hunter, 2012)).”
- Psychological Perspectives on Motivation through Gamification (2013, background): “The main ingredients of gamification are game elements, which describe the specific and characteristic components of games that can be applied in gamification [2].”
- Does educational gamification improve students’ motivation? If so, which game elements work best? (2018, unknown): “…(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 & Hammer, 2011; Sheldon, 2012; Werbach & Hunter, 2012).”
- Using gamification to support learning English as a second language: a systematic review (2019, background): “The reason is that various elements (both dynamics and mechanics) embedded in the gamified environments can increases learners ’ motivation and interest to learn English (Wu & Huang, 2017), can reduce learners ’ anxiety and fear of speaking foreign language in front of others (Arnold, 2014), and fin”
- The Gamification of Learning: a Meta-analysis (2019, background): “Competition may be problematic if it occurs between learners with widely different skill levels because succeeding can be unattainable for learners with lower skill levels (Slavin 1980; Werbach and Hunter 2012).”
- Serious games and the gamification of tourism (2017, methodology): “Game dynamics work together to create a meaningful game experience, or in other words, aesthetics (Werbach & Hunter, 2012).”
- Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018, background): “Several authors have proposed lists of possible game elements (e.g. Kapp, 2012; Werbach & Hunter, 2012; Zichermann & Cunningham, 2011).”
- The maturing of gamification research (2017, background): “…(SDT, Deci& Ryan, 2012)e arguably the most-frequently used psychological theory in gamification research to date (Seaborn & Fels, 2015) e to develop and test hypotheses about the trinity of gamification design elements: points, badges (here: levels), and leaderboards (Werbach & Hunter, 2012).”