2016
DOI: 10.1007/978-3-319-39399-5_14
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Gamification Aspects in the Context of Electronic Government and Education: A Case Study

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Cited by 13 publications
(12 citation statements)
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“…It is hence interesting to observe that a number of competitive implementations attempted to shift the focus of the competition from a competition between users to one between ideas [8,9,20,64,69], often employing leaderboards of ideas instead of or next to leaderboards of users. [2,7,8,9,16,28,31,41,55,64,73,76,78,79,80,81,83,86] 18 All [4,7,12,16,20,22,24,28,31,36,41,48,52,54,64,68,73,74,76,77,78,79,81,83] 24…”
Section: Findings and Discussionmentioning
confidence: 99%
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“…It is hence interesting to observe that a number of competitive implementations attempted to shift the focus of the competition from a competition between users to one between ideas [8,9,20,64,69], often employing leaderboards of ideas instead of or next to leaderboards of users. [2,7,8,9,16,28,31,41,55,64,73,76,78,79,80,81,83,86] 18 All [4,7,12,16,20,22,24,28,31,36,41,48,52,54,64,68,73,74,76,77,78,79,81,83] 24…”
Section: Findings and Discussionmentioning
confidence: 99%
“…It alternatively appears that defining gamification in terms of experiences of gamefulness and related positive psychological experiences outcome of gamification is an alternative route to categorize and measure gamification [32]. The majority of reviewed research does report on psychological outcomes from gamification in terms of experiences (or lack thereof) of gamefulness, motivation or enjoyment to name a few [4,8,9,20,22,23,35,39,62,63,64,74,75,76,77,78,87]. Nonetheless, research is observed to pay little attention to reporting the psychological outcomes of gamification [31,35,48,53,61,69,70,80] which is problematic as positive psychological experiences from gamification are a precursor for its success in terms of inducing a behavioral change [27] such as engagement with policy-making.…”
Section: Findings and Discussionmentioning
confidence: 99%
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