Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review

MG Pasca, MF Renzi, L Di Pietro… - Journal of Service …, 2021 - emerald.com
Purpose The present study aims to synthesize and conceptualize, through a systematic
literature review (SLR), the current state of gamification knowledge in the tourism and …

Gamification in Management: a systematic review and research directions

V Wanick, H Bui - International Journal of Serious …, 2019 - journal.seriousgamessociety.org
This paper conducts a contemporary and inclusive review of initial applications of
gamification to various management fields, such as finance, corporate governance, risk …

An experimental study on the effects of gamified cooperation and competition on English vocabulary learning

M Dindar, L Ren, H Järvenoja - British Journal of Educational …, 2021 - Wiley Online Library
Gamification has become a popular approach to blending learning with fun and enjoyable
experiences. However, gamification research has been criticized for mostly focusing on …

Mobile banking usage and gamification: the moderating effect of generational cohorts

G Çera, I Pagria, KA Khan, L Muaremi - Journal of Systems and …, 2020 - emerald.com
Purpose The extended unified theory of acceptance and use of technology (UTAUT2) model
has been adapted and applied by scholars to gain insight into mobile banking (m-banking) …

Gamification approaches for open innovation implementation: A conceptual framework

E Gimenez‐Fernandez, C Abril… - Creativity and …, 2021 - Wiley Online Library
In today's business environment, knowledge sources for innovation are widely distributed n
the economy, pushing firms to shift from a closed to an open model of innovation. However …

[PDF][PDF] Students' acceptance for e-learning and the effects of self-efficacy in Malaysia

MSA Latip, I Noh, M Tamrin… - International Journal of …, 2020 - pdfs.semanticscholar.org
The study investigated the e-Learning acceptance among Malaysian higher education
students. There are three exogenous variables involved, namely, performance expectancy …

Persuasive design-related motivators, ability factors and prompts in early childhood apps: A content analysis

SR Mallawaarachchi, A Tieppo, M Hooley… - Computers in Human …, 2023 - Elsevier
Despite the increasing rates of early childhood smartphone and tablet use and the possible
link to engagement-promoting persuasive digital environment design, there has been limited …

[PDF][PDF] Factors affecting e-learning acceptance among students: The moderating effect of self-efficacy

MSA Latip, M Tamrin, I Noh, FA Rahim… - … Journal of Information …, 2022 - researchgate.net
This paper aims to investigate e-learning acceptance in Malaysian higher education
institutions and the moderating effect of self-efficacy. This study is crucial as online and …

When gamification spoils your learning: A qualitative case study of gamification misuse in a language-learning app

R Hadi Mogavi, B Guo, Y Zhang, EU Haq… - Proceedings of the …, 2022 - dl.acm.org
More and more learning apps like Duolingo are using some form of gamification (eg,
badges, points, and leaderboards) to enhance user learning. However, they are not always …

How gamification affects software developers: Cautionary evidence from a natural experiment on github

L Moldon, M Strohmaier, J Wachs - 2021 IEEE/ACM 43rd …, 2021 - ieeexplore.ieee.org
We examine how the behavior of software developers changes in response to removing
gamification elements from GitHub, an online platform for collaborative programming and …