Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review
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 …
literature review (SLR), the current state of gamification knowledge in the tourism and …
Gamification in Management: a systematic review and research directions
This paper conducts a contemporary and inclusive review of initial applications of
gamification to various management fields, such as finance, corporate governance, risk …
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
Gamification has become a popular approach to blending learning with fun and enjoyable
experiences. However, gamification research has been criticized for mostly focusing on …
experiences. However, gamification research has been criticized for mostly focusing on …
Mobile banking usage and gamification: the moderating effect of generational cohorts
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) …
has been adapted and applied by scholars to gain insight into mobile banking (m-banking) …
Gamification approaches for open innovation implementation: A conceptual framework
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 …
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
The study investigated the e-Learning acceptance among Malaysian higher education
students. There are three exogenous variables involved, namely, performance expectancy …
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
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 …
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
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 …
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
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 …
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
We examine how the behavior of software developers changes in response to removing
gamification elements from GitHub, an online platform for collaborative programming and …
gamification elements from GitHub, an online platform for collaborative programming and …