[HTML][HTML] The rise of motivational information systems: A review of gamification research

J Koivisto, J Hamari - International journal of information management, 2019 - Elsevier
Today, our reality and lives are increasingly game-like, not only because games have
become a pervasive part of our lives, but also because activities, systems and services are …

Why do people play games? A meta-analysis

J Hamari, L Keronen - International Journal of Information Management, 2017 - Elsevier
During the last decade games have arguably become the largest form of leisure information
systems (IS). However, today games are also increasingly being employed for a variety of …

Cooperation or competition–When do people contribute more? A field experiment on gamification of crowdsourcing

B Morschheuser, J Hamari, A Maedche - International Journal of Human …, 2019 - Elsevier
Abstract Information technology is being increasingly employed to harness under-utilized
resources via more effective coordination. This progress has manifested in different …

Why so serious? Gamification impact in the acceptance of mobile banking services

G Baptista, T Oliveira - Internet Research, 2017 - emerald.com
Why so serious? Gamification impact in the acceptance of mobile banking services |
Emerald Insight Books and journals Case studies Expert Briefings Open Access Publish …

[HTML][HTML] Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective

MD Dzandu, C Hanu, H Amegbe - Technological Forecasting and Social …, 2022 - Elsevier
This study develops and tests an integrated model of the social impact and customer value
theories to understand how gamification of mobile money payment could generate customer …

[HTML][HTML] Student attitudes to games-based skills development: Learning from video games in higher education

M Barr - Computers in human behavior, 2018 - Elsevier
Qualitative interview data is presented in support of previously-published quantitative
evidence that suggests commercial video games may be used to develop useful skills and …

e-Sports: Playing just for fun or playing to satisfy life goals?

M Martončik - Computers in human behavior, 2015 - Elsevier
Purpose e-Sports is an area of the game scene, in which computer game players specialize
in a specific game, form game teams (clans), compete together in tournaments and meet at …

The Effects of Brand Image on Consumer Loyalty: The Role of Consumer Satisfaction and Brand Trust as Intervening Variables

R Kuswati, WT Putro… - Urecol Journal. Part B …, 2021 - proceedings.alptkptm.org
This study aims to analyze the effect of brand image on consumer loyalty Telkomsel in the
city of Surakarta with consumer satisfaction and brand trust as mediating variables. This …

How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game

B Morschheuser, M Riar, J Hamari… - Computers in human …, 2017 - Elsevier
Seamless cooperation between individuals is essentially a crucial aspect of any successful
endeavor. A host of literature has been published in the academic realm about how …

[HTML][HTML] Social gaming: A systematic review

D Gonçalves, P Pais, K Gerling, T Guerreiro… - Computers in human …, 2023 - Elsevier
Digital games often constitute a shared activity where people can spend time together,
communicate and socialize. Several commercial titles place social interaction at the center …