default search action
International Journal of Human-Computer Studies, Volume 127
Volume 127, July 2019
- Amon Rapp, Frank Hopfgartner, Juho Hamari, Conor Linehan, Federica Cena:
Strengthening gamification studies: Current trends and future opportunities of gamification research. 1-6 - Benedikt Morschheuser, Juho Hamari, Alexander Maedche:
Cooperation or competition - When do people contribute more? A field experiment on gamification of crowdsourcing. 7-24 - Franco Daniel Berdun, Marcelo Gabriel Armentano, Luis Sebastián Berdún, Matías Cincunegui:
Building SYMLOG profiles with an online collaborative game. 25-37 - Rob van Roy, Bieke Zaman:
Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective. 38-50 - Richard N. Landers, Andrew B. Collmus, Hayden Williams:
The greatest battle is within ourselves: An experiment on the effects of competition alone on task performance. 51-61 - Rob van Roy, Sebastian Deterding, Bieke Zaman:
Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild. 62-80 - Richard N. Landers, Gustavo Fortes Tondello, Dennis L. Kappen, Andrew B. Collmus, Elisa D. Mekler, Lennart E. Nacke:
Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs. 81-94 - Gustavo Fortes Tondello, Alberto Mora, Andrzej Marczewski, Lennart E. Nacke:
Empirical validation of the Gamification User Types Hexad scale in English and Spanish. 95-111 - Luca Chittaro, Fabio Buttussi:
Exploring the use of arcade game elements for attitude change: Two studies in the aviation safety domain. 112-123 - Stuart Iain Gray, Judy Robertson, Andrew Manches, Gnanathusharan Rajendran:
BrainQuest: The use of motivational design theories to create a cognitive training game supporting hot executive function. 124-149 - Mark Featherstone, Jacob Habgood:
UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification. 150-168 - Wanyu Xi, Han Gong, Quansheng Wang:
How hand gestures influence the enjoyment in gamified mobile marketing. 169-180 - Omair Z. Ameerbakhsh, Savi Maharaj, Amir Hussain, Bruce J. McAdam:
A comparison of two methods of using a serious game for teaching marine ecology in a university setting. 181-189 - Sarah Diefenbach, Annemarie Müssig:
Counterproductive effects of gamification: An analysis on the example of the gamified task manager Habitica. 190-210 - Christiane Attig, Thomas Franke:
I track, therefore I walk - Exploring the motivational costs of wearing activity trackers in actual users. 211-224
manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.