[HTML][HTML] Game on! A state-of-the-art overview of doing business with gamification

W Sharma, WM Lim, S Kumar, A Verma… - … Forecasting and Social …, 2024 - Elsevier
Gamification is the act of applying game-design elements to transform activities, products,
services, and systems in a way that provides the kind of experiences similar to those offered …

Gamification applications in E-learning: A literature review

AN Saleem, NM Noori, F Ozdamli - Technology, Knowledge and Learning, 2022 - Springer
In recent years, there has been a lot of attention given to the trend of including game
elements into non-gaming facilities. The usage of gamification in education is a massive …

The role of meta-UTAUT factors, perceived anthropomorphism, perceived intelligence, and social self-efficacy in chatbot-based services?

J Balakrishnan, SS Abed, P Jones - Technological Forecasting and Social …, 2022 - Elsevier
The growing usage of chatbots in the service industry indicates the ongoing transformation
occurring in this sector. However, minimal research has (i) investigated the important …

Metaverse in education: Contributors, cooperations, and research themes

X Chen, D Zou, H **e, FL Wang - IEEE Transactions on …, 2023 - ieeexplore.ieee.org
Research on Educational Metaverse (Edu-Metaverse) has developed into an active
research field. Based on 310 academic papers published from 2004 to 2022, this study …

[HTML][HTML] Gamification of cooperation: A framework, literature review and future research agenda

M Riar, B Morschheuser, R Zarnekow… - International Journal of …, 2022 - Elsevier
Cooperation is in many ways a meaningful behavior and understanding how cooperation
can be fostered among humans is integral to solving the many global challenges we are …

Antecedents and outcomes of artificial intelligence adoption and application in the workplace: the socio-technical system theory perspective

X Yu, S Xu, M Ashton - Information Technology & People, 2023 - emerald.com
Purpose The use of artificial intelligence (AI) in the workplace is on the rise. To help advance
research in this area, the authors synthesise the academic research and develop research …

[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 …

Thai undergraduate science, technology, engineering, arts, and math (STEAM) creative thinking and innovation skill development: a conceptual model using a digital …

N Wannapiroon, P Pimdee - Education and Information Technologies, 2022 - Springer
Qualitative and quantitative research methods were undertaken to examine and develop a
digitally based virtual classroom learning environment (VCLE) for Thai undergraduate …

Understanding the determinants of mobile banking continuance usage intention

B Foroughi, M Iranmanesh, SS Hyun - Journal of Enterprise …, 2019 - emerald.com
Purpose The quality of people life and efficiency of banks can be improved by mobile
banking (m-banking). The long-term success of m-banking depends on its constant use. The …

Gamification and online impulse buying: The moderating effect of gender and age

L Zhang, Z Shao, X Li, Y Feng - International Journal of Information …, 2021 - Elsevier
While gamification has emerged as one of the most promising futuristic trends in e-
commerce, how it impacts consumers' impulse buying behavior remains largely …