2020
DOI: 10.1016/j.jbusres.2018.11.022
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Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun?

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Cited by 159 publications
(133 citation statements)
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References 43 publications
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“…Inspired by the benefits of games, gamification has gained increased attention as an effective technology that attempts to further transfer these benefits to a variety of services and systems, and to further increase their autotelic nature within "non-gaming" contexts, such as tourism, but also education (e.g., [16,17,30,31]), health (e.g, [32][33][34]), work (e.g., [25,35,36]), marketing management (e.g., [8,19,[37][38][39]), etc. Despite the fact that there have been some gamification-related studies in relation to tourism, most studies have focused primarily on understanding the role of gamification in qualitative approaches.…”
Section: Gamification In the Tourism Contextmentioning
confidence: 99%
See 1 more Smart Citation
“…Inspired by the benefits of games, gamification has gained increased attention as an effective technology that attempts to further transfer these benefits to a variety of services and systems, and to further increase their autotelic nature within "non-gaming" contexts, such as tourism, but also education (e.g., [16,17,30,31]), health (e.g, [32][33][34]), work (e.g., [25,35,36]), marketing management (e.g., [8,19,[37][38][39]), etc. Despite the fact that there have been some gamification-related studies in relation to tourism, most studies have focused primarily on understanding the role of gamification in qualitative approaches.…”
Section: Gamification In the Tourism Contextmentioning
confidence: 99%
“…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%
“…Talking about the concept of sustainable equestrian tourism, Pickel-Chevalier [20] reported that it plays an important role in sustainable tourism development in rural settings. This specific tourism niche always goes together with some other form of sustainable tourism development to fulfill economic, social, and environmental criteria, such as cultural tourism, nature tourism, soft adventure tourism, ecotourism, or sports tourism [41].…”
Section: Discussionmentioning
confidence: 99%
“…Геймификация широко применяется в различных компаниях для достижения целей, связанных с вовлечением потребителей [Татаринов, 2019;Leclercq, Hammedi, Poncin, 2018], сотрудников [Мурадова, Тихонов, Коновалова, 2019;Mitchell, Schuster, Jin, 2018], студентов [Орлова, Титова, 2015;Aparicio et al, 2019]. Этот тренд стал особенно очевиден в современной практике после появления таких ставших очень популярными у потребителей акций, как «прилипалы» от «Дикси», «залипаки» от «Перекрестка» и «скрепыши» от «Магнита».…”
Section: Introductionunclassified
“…Актуальные направления выявляются с учетом двух ключевых подходов к изучению геймификации. В зависимости от того, какой из подходов к определению был выбран, фокус смещался либо в сторону изучения механик и их влияния на результаты (т. е. геймификация как инструмент) [Mekler et al, 2017;Sailer et al, 2017], либо в сторону рассмотрения базовых механизмов, за счет которых геймификация позволяет влиять на результат (т. е. геймификация как процесс) [Mitchell, Schuster, Jin, 2018;Mullins, Subherwal, 2018].…”
Section: Introductionunclassified