[HTML][HTML] Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based …

J Krath, L Schürmann, HFO Von Korflesch - Computers in human behavior, 2021 - Elsevier
Despite increasing scientific interest in explaining how gamification supports positive affect
and motivation, behavior change and learning, there is still a lack of an overview of the …

Game-based Learning and 21st century skills: A review of recent research

M Qian, KR Clark - Computers in human behavior, 2016 - Elsevier
Game-based learning and 21st century skills have been gaining an enormous amount of
attention from researchers and practitioners. Given numerous studies support the positive …

Effects of digital game-based learning on students' digital etiquette literacy, learning motivations, and engagement

Y Zheng, J Zhang, Y Li, X Wu, R Ding, X Luo, P Liu… - Heliyon, 2024 - cell.com
Recent years have seen a substantial rise in the number of children and teenagers surfing
the Internet; however, not all use this resource responsibly. Digital etiquette, a core element …

Game-based learning and gamification in physical education: a systematic review

R Camacho-Sánchez, A Manzano-León… - Education …, 2023 - mdpi.com
The use of educational games or some aspects of games in the educational context is
known as game-based learning (GBL) or educational gamification. The objectives of this …

Self-determination theory in HCI games research: Current uses and open questions

A Tyack, ED Mekler - Proceedings of the 2020 CHI conference on human …, 2020 - dl.acm.org
Self-Determination Theory (SDT), a major psychological theory of human motivation, has
become increasingly popular in Human-Computer Interaction (HCI) research on games and …

The model for introduction of gamification into e-learning in higher education

M Urh, G Vukovic, E Jereb - Procedia-Social and Behavioral Sciences, 2015 - Elsevier
The following paper presents the model for introduction of gamification into the field of e-
learning in higher education. Concepts and differences between techniques and methods of …

A systematic literature review of empirical evidence on computer games and serious games

TM Connolly, EA Boyle, E MacArthur, T Hainey… - Computers & …, 2012 - Elsevier
This paper examines the literature on computer games and serious games in regard to the
potential positive impacts of gaming on users aged 14 years or above, especially with …

Essential features of serious games design in higher education: Linking learning attributes to game mechanics

P Lameras, S Arnab, I Dunwell… - British journal of …, 2017 - Wiley Online Library
This paper consolidates evidence and material from a range of specialist and disciplinary
fields to provide an evidence‐based review and synthesis on the design and use of serious …

[HTML][HTML] Harnessing the power of virtual reality: Enhancing telepresence and inspiring sustainable travel intentions in the tourism industry

SD Hoang, SK Dey, Z Tučková, TP Pham - Technology in Society, 2023 - Elsevier
This study investigates how virtual reality (VR) can enhance telepresence and stimulate VR
use and travel intentions in the sustainable tourism industry. 512 local and international …

[HTML][HTML] Gaming well: links between videogames and flourishing mental health

C Jones, L Scholes, D Johnson, M Katsikitis… - Frontiers in …, 2014 - frontiersin.org
This paper is a review of the state of play of research linking videogaming and flourishing,
and explores the role of videogames and technology to improve mental health and well …