Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps
By Gabe Zichermann, Christopher Cunningham. 2011
1,640 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/dda6737d6ea16d1ee4ee8de87ffc4fe1fd16df8b
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Lennart E. Nacke
- Elisa D. Mekler
- Michael Sailer
- Sebastian Deterding
- H. Dehghanzadeh
- Raed S. Alsawaier
- Florian Brühlmann
- Feifei Xu
Citations in the corpus
- Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013, background): “…has rapidly gained a substantial amount of traction among service marketing practitioners, both in games (Hamari and Lehdonvirta 2010, Hamari and Järvinen 2011), as well as in non-game contexts (Deterding et al. 2011, McGonigal 2011, Zichermann and Cunningham 2011, Huotari and Hamari 2012).”
- The effect of gamification on motivation and engagement (2018, background): “Quests and challenges give players a sense of direction or a purpose in a gamified environment (Zichermann and Cunningham, 2011).”
- A game plan: Gamification design principles in mHealth applications for chronic disease management (2016, background): “…the application Overemphasizing particular mechanics Avoid excessively overusing one mechanic as compared to another, regardless of user demographic 10 A robust points and leveling system with a very minimal, incomplete badging system Design for the user demographic User age and disease type…”
- Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014, unknown): “As a result, gamification is touted as a next generation method for marketing and customer engagement in popular discussion (e.g. [45]).”
- Using gamification to support learning English as a second language: a systematic review (2019, background): “…’ anxiety and fear of speaking foreign language in front of others (Arnold, 2014), and finally can encourage them to attain a favorable type of learning behavior (Deterding, Sicart, Nacke, O ’ Hara, & Dixon, 2011; Kapp, 2012; Werbach, 2014; Werbach & Hunter, 2012; Zichermann & Cunningham, 2011).”
- Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements (2013, background): “] the heart of any gaming system” ([27], pp.”
- Serious games and the gamification of tourism (2017, background): “Zichermann & Cunningham (2011) suggest gamification is to establish brand, engage users and influence their behaviour by using game mechanics in areas other than traditional gaming context.”
- 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).”
- Gamification (2013, unknown): “Game-design elements: Game-design elements comprise game mechanics and game dynamics (Deterding et al. 2011, pp. 11–12; Zichermann and Cunningham 2011, pp. 35–36).”