Gamification has become an influential term in diverse fields ranging from education to systems development and marketing. The recent intensifying emphasis is attributable to enabling technologies and successful practical applications used for changing attitudes and increasing engagement. However, relevant academic studies are not wide-spread and this study aims to address this vital research gap. This study is structured to understand the factors affecting intention to use gamified systems and test whether they are affected by gender or age. An online survey study was conducted on a web-based gamified system (EmpireAvenue.com) and following a detailed screening process, a total of 168 fully complete questionnaires were attained. The theore...
Plan AThe current study explored whether individual difference characteristics (work motivation and ...
The boundary between hedonic and utilitarian information systems has become increasingly blurred dur...
While many studies have reported the effectiveness of gamification in motivating students and making...
WOS: 000413325200001Gamification has become an influential term in diverse fields ranging from educa...
During the past years, gamification has become an influential trend in technology and the promises a...
WOS: 000444136100002This study aims to understand the factors affecting the attitude towards and ado...
This study aims to understand the factors affecting the attitude towards and adoption of gamified sy...
Gameful approaches (e.g., gamification, games, and alternate reality games) have been widely used in...
The gamification process is gaining increasing interest in many different environments such as educa...
In this thesis, an improved framework is proposed for categorizing existing gamified systems. Relate...
Organizations actively seek methods for increasing employee engagement by incorporating game element...
Gamification design in educational environments is not trivial and many variables need to be conside...
Technology acceptance is essential for technology success. However, individual users are known to di...
In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achieveme...
The focus of this research is on the intersection of user adoption and gamification. User adoption i...
Plan AThe current study explored whether individual difference characteristics (work motivation and ...
The boundary between hedonic and utilitarian information systems has become increasingly blurred dur...
While many studies have reported the effectiveness of gamification in motivating students and making...
WOS: 000413325200001Gamification has become an influential term in diverse fields ranging from educa...
During the past years, gamification has become an influential trend in technology and the promises a...
WOS: 000444136100002This study aims to understand the factors affecting the attitude towards and ado...
This study aims to understand the factors affecting the attitude towards and adoption of gamified sy...
Gameful approaches (e.g., gamification, games, and alternate reality games) have been widely used in...
The gamification process is gaining increasing interest in many different environments such as educa...
In this thesis, an improved framework is proposed for categorizing existing gamified systems. Relate...
Organizations actively seek methods for increasing employee engagement by incorporating game element...
Gamification design in educational environments is not trivial and many variables need to be conside...
Technology acceptance is essential for technology success. However, individual users are known to di...
In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achieveme...
The focus of this research is on the intersection of user adoption and gamification. User adoption i...
Plan AThe current study explored whether individual difference characteristics (work motivation and ...
The boundary between hedonic and utilitarian information systems has become increasingly blurred dur...
While many studies have reported the effectiveness of gamification in motivating students and making...