2019
DOI: 10.1016/j.ijinfomgt.2018.10.013
|View full text |Cite
|
Sign up to set email alerts
|

The rise of motivational information systems: A review of gamification research

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

26
861
2
58

Year Published

2019
2019
2024
2024

Publication Types

Select...
5
2

Relationship

0
7

Authors

Journals

citations
Cited by 1,125 publications
(1,164 citation statements)
references
References 92 publications
26
861
2
58
Order By: Relevance
“…First, the first‐year student engagement and performance data were used as formative research for the second iteration. The student background information collected in the first year suggested that learners from different backgrounds engaged differently (Tsay et al, ) , and as a consequence, the design pattern choices and learning activities were expanded and diversified in the second iteration to suit preferences of learners from diverse backgrounds (Koivisto & Hamari, ). As a result, the number of ELs increased from 14 in 2015–2016 to 16 in 2016–2017, and the number of SLs increased from 37 in 2015–2016 to 56 in 2016–2017 on Moodle.…”
Section: Methodsmentioning
confidence: 99%
“…First, the first‐year student engagement and performance data were used as formative research for the second iteration. The student background information collected in the first year suggested that learners from different backgrounds engaged differently (Tsay et al, ) , and as a consequence, the design pattern choices and learning activities were expanded and diversified in the second iteration to suit preferences of learners from diverse backgrounds (Koivisto & Hamari, ). As a result, the number of ELs increased from 14 in 2015–2016 to 16 in 2016–2017, and the number of SLs increased from 37 in 2015–2016 to 56 in 2016–2017 on Moodle.…”
Section: Methodsmentioning
confidence: 99%
“…New technologies such as social media and smartphones provide technical tools for developing and designing memorable travel experiences. In particular, gaming or digital games (often called 'games') have penetrated our everyday lives and have now become a typical form of interactive entertainment which is enjoyed by consumers from all demographics [3]. With the rapid advancement of ICTs and mobile devices, digital games have become mobile, allowing dynamic, real-time interactions at the location of users [4,5].…”
Section: Introductionmentioning
confidence: 99%
“…Gamification refers to the use of game design elements like rewards, missions, rankings, and fun in non-game or business domains such as education, management, health care, and tourism [7]. It is widely accepted that gamification leads to the higher level of consumer participation and boosts unique experiences, as it facilitates access to additional services and opportunities, allowing participants to obtain further information and to increase dynamic interaction with others [3,8]. Due to the benefit of delivering knowledge or information through game design elements, gamification has been shown to be a useful practice in a tourism environment that needs to convey rather complex knowledge or expertise pertaining to cultural historical heritage sites or historical museums (e.g., [9][10][11]).…”
Section: Introductionmentioning
confidence: 99%
See 2 more Smart Citations