Gamify: How Gamification Motivates People to Do Extraordinary Things
By B. Burke. 2014
391 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/de8db4c10f91b7a9b732c9178ced4106d949407e
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Juho Hamari
- Jonna Koivisto
- Sebastian Deterding
- Feifei Xu
- Jeffrey K. Mullins
- Dimitrios Buhalis
- Rajiv Sabherwal
- Jessika Weber
Citations in the corpus
- Serious games and the gamification of tourism (2017, methodology): “Based on the self-determination theory (Ryan & Deci, 2000), some design frameworks of gamification have been proposed (Aparicio et al., 2012; Werbach & Hunter, 2012; Burke, 2014).”
- The rise of motivational information systems: A review of gamification research (2019, background): “This phenomenon has been observed and postulated in the context of gamification in various works (Burke, 2014; Hamari, 2013, 2015; Landers, Bauer, & Callan, 2015).”
- Gamification: A cognitive-emotional view (2018, background): “Failed efforts to gamify, estimated to be about 80 percent (Gartner, 2012), result from poor game design (Burke, 2014).”
- Mental Health Smartphone Apps: Review and Evidence-Based Recommendations for Future Developments (2016, unknown): “Although fun is the primary reward in electronic games, self-efficacy is the primary reward in well-structured gamified solutions [235].”
- The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015, methodology): “Some explicitly recommend basing personas on educated guesses (e.g., Burke, 2014, p. 102; Werbach & Hunter, 2012, pp. 91–93; Zichermann & Cunningham, 2011, p. 21).”
- Gamification: a systematic review of design frameworks (2017, unknown): “• User-centred design principles are prominently featured in many frameworks (Burke 2014; Gears and Braun 2013; Kumar 2013; Li 2014; Popa 2013; Raftopoulos 2014).”