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Gamification in Education and Business
Studying Gamification: The Effect of Rewards and Incentives on Motivation
other
Author(s):
Ganit Richter
,
Daphne R. Raban
,
Sheizaf Rafaeli
Publication date
(Online):
October 17 2014
Publisher:
Springer International Publishing
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Self-determination theory: A macrotheory of human motivation, development, and health.
Edward L Deci
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Richard M. Ryan
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A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.
Edward L Deci
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Richard Koestner
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Richard M. Ryan
(1999)
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The Motivational Pull of Video Games: A Self-Determination Theory Approach
Richard M. Ryan
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C. Rigby
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Andrew K. Przybylski
(2006)
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Book Chapter
Publication date (Print):
2015
Publication date (Online):
October 17 2014
Pages
: 21-46
DOI:
10.1007/978-3-319-10208-5_2
SO-VID:
34037280-6185-4681-8d8e-b536340d5218
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Book chapters
pp. 1
A RECIPE for Meaningful Gamification
pp. 21
Studying Gamification: The Effect of Rewards and Incentives on Motivation
pp. 47
A Conceptual Framework for Gamification Measurement
pp. 67
Implementing Game Design in Gamification
pp. 81
Applied Behavioral Economics: A Game Designer’s Perspective
pp. 105
Towards Leveraging Behavioral Economics in Mobile Application Design
pp. 133
A Parallel Universe: Psychological Science in the Language of Game Design
pp. 151
Context to Culture for Gamification HCI Requirements: Familiarity and Enculturement
pp. 165
Psychological Theory and the Gamification of Learning
pp. 187
A History and Frameworks of Digital Badges in Education
pp. 201
Game-Based Assessment: The Mash-Up We’ve Been Waiting For
pp. 219
A Gamification-Based Framework for Developing Learning Activities of Computational Thinking
pp. 253
Educational Gamified Science Simulations
pp. 277
From Market Place to Collusion Detection: Case Studies of Gamification in Education
pp. 291
Physical Skills and Digital Gaming: The Relationship between Basketball and an Augmented Reality Adaption
pp. 315
Storytelling to Immersive Learners in an Authentic Virtual Training Environment
pp. 331
Shaping Behaviours Through Space and Place in Gamified Virtual Learning Environments
pp. 355
The Development and Assessment of a Team-Based Management Game
pp. 385
Gamification in Virtual Worlds for Learning: A Case Study of PIERSiM for Business Education
pp. 403
Theoretical Considerations for Game-Based e-Learning Analytics
pp. 417
Critical Perspective on Gamification in Education
pp. 431
Implementing Gamification: Requirements and Gamification Platforms
pp. 451
Workplace Psychology and Gamification: Theory and Application
pp. 473
The Gamification as a Resourceful Tool to Improve Work Performance
pp. 489
Gamification in the Enterprise: Differences from Consumer Market, Implications, and a Method to Manage Them
pp. 513
Designing Gamification to Guide Competitive and Cooperative Behavior in Teamwork
pp. 535
Gamification and Law
pp. 553
How to Avoid the Dark Side of Gamification: Ten Business Scenarios and Their Unintended Consequences
pp. 569
Gamification of Survey Research: Empirical Results from Gamifying a Conjoint Experiment
pp. 593
Project Knowledge Management While Simply Playing! Gaming Mechanics in Project Knowledge Management Systems
pp. 615
How Gamification Can Help Companies to Become More Sustainable: A Case Study on Ride Sharing
pp. 637
Gamification-supported Exploration and Practicing for Automotive User Interfaces and Vehicle Functions
pp. 663
Application of Game Thinking and Game Elements in New Joiner Induction and On-Boarding Process
pp. 673
Gamification: The Measurement of Benefits
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