2017
DOI: 10.1016/j.chb.2016.08.050
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Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience

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Cited by 73 publications
(36 citation statements)
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“…Gamification has been defined as a process of enhancing services with affordances in order to invoke gameful experiences and further behavioural outcomes (Hamari, 2013). It is a new and powerful strategy to influence and motivate groups of people (Cheong, Cheong, & Filippou, 2013;Domínguez, et al, 2013;Fitz-Walter, Johnson, Wyeth, Tjondronegoro, & Scott-Parker, 2017;Lee & Hammer, 2011;Lessel, Altmeyer, & Krüger, 2015).…”
Section: Review Of the Literature On Gamificationmentioning
confidence: 99%
“…Gamification has been defined as a process of enhancing services with affordances in order to invoke gameful experiences and further behavioural outcomes (Hamari, 2013). It is a new and powerful strategy to influence and motivate groups of people (Cheong, Cheong, & Filippou, 2013;Domínguez, et al, 2013;Fitz-Walter, Johnson, Wyeth, Tjondronegoro, & Scott-Parker, 2017;Lee & Hammer, 2011;Lessel, Altmeyer, & Krüger, 2015).…”
Section: Review Of the Literature On Gamificationmentioning
confidence: 99%
“…A number of studies show that the effects of gamification vary significantly among participating learners (Barata et al, 2017;Fitz-Walter, Johnson, Wyeth, Tjondronegoro, & Scott-Parker, 2017;Lister, West, Cannon, Sax, & Brodegard, 2014;Rothrock & Freivalds, 2018). Although several researchers (Hamari, Huotari, & Tolvanen, 2015;Huotari & Hamari, 2017;Nicholson, 2015;Rigby, 2014) have suggested that various contextual factors may modify gamification's impact, little has been explored yet with regard to how other factors, such as the activity importance, level of effort, learner self-efficacy, selfesteem, etc.…”
Section: Related Workmentioning
confidence: 99%
“…The growing literature on gamification covers a wide range of areas, including innovation management (Roth et al, 2015), human resource management (Dale, 2014), sustainability promotion (Morford et al, 2014;Huber & Hilty, 2015;Kim, 2015), and local regional development (Fekete, 2018). Other specific areas are also examined by many authors, such as the establishment of surveys (Sillaots, 2014), the improvement of vegetable intake for young adults (Nour et al, 2018), alcohol interventions for college students (Boyle et al, 2017, standing in public transportation (Kuramoto et al, 2013) or gamified application for learner drivers (Fitz-Walter et al, 2017). A large number of gamification articles are written in the context of improving education (Buckley & Doyle, 2017;Eynard et al, 2017;Yildirim, 2017).…”
Section: Gamification In Different Areasmentioning
confidence: 99%