2019
DOI: 10.1016/j.ijinfomgt.2018.12.002
|View full text |Cite
|
Sign up to set email alerts
|

Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

26
367
4
13

Year Published

2019
2019
2024
2024

Publication Types

Select...
7
1

Relationship

1
7

Authors

Journals

citations
Cited by 441 publications
(410 citation statements)
references
References 87 publications
26
367
4
13
Order By: Relevance
“…Thus, business simulation games should be designed in groups of students that work together towards a shared objective. Besides cooperation, the need for relatedness has also been related to social competition (Xi & Hamari, ). In this regard, it would be beneficial to design business simulation games so that they can create friendly competition among groups of students to generate a sense of belonging (Van Roy & Zaman, ).…”
Section: Resultsmentioning
confidence: 99%
“…Thus, business simulation games should be designed in groups of students that work together towards a shared objective. Besides cooperation, the need for relatedness has also been related to social competition (Xi & Hamari, ). In this regard, it would be beneficial to design business simulation games so that they can create friendly competition among groups of students to generate a sense of belonging (Van Roy & Zaman, ).…”
Section: Resultsmentioning
confidence: 99%
“…Contributing to the welfare of others in games seems to be intrinsically fulfilling for players, given they are rewarded with a feeling of enjoyment for their prosocial in-game behavior. According to altruism theory, this is a natural consequence of helping [6] and what's more, it adds to our understanding pertaining to the different facets by which games or features of games may give rise to intrinsically fulfilling outcomes [36] [59].…”
Section: Discussionmentioning
confidence: 99%
“…Prosocial game patterns and playing cooperatively have previously been suggested to give rise to prosocial motives [14][19][41] [42]. Games and gamification have long been argued to yield powerful mechanisms to increase intrinsic motivation [23][36] [59] and engaging in altruistic action has been proposed to be intrinsically fulfilling in the sense that people enjoy helping others [57]. Team features, virtual gift giving, and other features of cooperative nature have been associated with giving rise to altruistic sentiment and helping behavior in games [41][42] [53].…”
Section: Hypotheses and Research Model 31 Cooperative Game Featuresmentioning
confidence: 99%
“…Gamification enhances services and systems by creating experiences which are similar to those created by games. These game-like experiences help support and motivate users to perform reasoned actions and behavior encompassing positive attitudes toward services, and to actively participate in learning activities [7,22,28,29]. More importantly, gamified practices allow individuals to experience enjoyment, flow, autonomy, mastery, and accomplishment through various game design elements such as missions and quizzes [18].…”
Section: Gamification In the Tourism Contextmentioning
confidence: 99%
“…Since gamification is a relatively new concept, it is mostly unclear how users like tourists respond to gamification design [7], and there is limited knowledge on how the benefits of gamification can be successfully applied to different business processes including to the tourism industry. In addition, indicating the lack of academic evidence of the effect or benefits of gamification, as Salen and Zimmerman [20] and others [13,[21][22][23] have stressed, it has not yet been firmly established that gamification is appropriate for changing people's motivational behaviors or attitudes in all types of business processes. Thus, this gap in academic knowledge has made it difficult to achieve consensus on whether the impact of gamification on tourists in various types of destinations is positive or negative, and to predict its efficacy in a tourism context [24,25].…”
Section: Introductionmentioning
confidence: 99%