2020
DOI: 10.2307/j.ctv2hdrfsm
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For the Win, Revised and Updated Edition

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Cited by 23 publications
(31 citation statements)
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“…Game mechanics are the fundamental cycles that drive gamification and user commitment, such as contests and collaboration, investigations, asset securing, and so on. Game components are at the base; they contain points, badges, and leaderboards (Werbach and Hunter, 2012 ).…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…Game mechanics are the fundamental cycles that drive gamification and user commitment, such as contests and collaboration, investigations, asset securing, and so on. Game components are at the base; they contain points, badges, and leaderboards (Werbach and Hunter, 2012 ).…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…Définie comme la transposition à des contextes de non-jeu des mécanismes et processus rendant les jeux engageants (Deterding et al, 2011), le terme gamification est apparu dans de nombreux ouvrages managériaux et académiques comme une stratégie efficace et largement utilisée pour engager les clients (Eisingerich et al, 2019 ; Zichermann et Cunningham, 2011 ; Zichermann et Linder, 2013). La stratégie de gamification peut prendre la forme de systèmes de points, de badges, de concours et de classements, intégrés à une tâche accomplie par le client afin d’en améliorer l’expérience (Werbach et Hunter, 2012). Cette stratégie vise à générer de l’engagement en rendant « fun » une expérience ennuyeuse ou déplaisante (Hamari et Koivisto, 2015 ; Harwood et Garry, 2015 ; Robson et al, 2016).…”
Section: Revue De La Littératureunclassified
“…Gamification is an increasingly popular area of research and practice that entails adopting game elements in non-gaming environments, particularly in work settings (Deterding, 2019; Werbach and Hunter, 2012). Although gamification can be associated with virtual reality and augmented reality, it is a broader set of techniques that often draws on these technologies but is essentially not dependent on one particular platform or solution.…”
Section: Theoretical Foundationsmentioning
confidence: 99%
“…In principle, the purpose of gamification activities is to facilitate engagement and a sense of meaningful experience in pursuing work tasks, progression, deadlines and objectives. The typical tools used are game-elements such as points, badges, avatars, group-based clans or tribes and competitions (Werbach and Hunter, 2012). These tools are socio-material manifestations of the gamified environment that afford new interactions between users.…”
Section: Theoretical Foundationsmentioning
confidence: 99%
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