2017
DOI: 10.1016/j.chb.2016.12.033
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How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction

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Cited by 1,232 publications
(1,138 citation statements)
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References 38 publications
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“…The existing research on gamification has shown its positive effects in several fields, such as education (Hanus & Fox, 2015), human-computer interaction (Sailer et al, 2017), healthcare (Cugelman, 2013) and the reduction of domestic energy use (Johnson, Horton, Mulcahy, & Foth, 2017). Indeed, several studies have reported that gamified elements can create engagement and flow among individuals, which indicates that flow theory provides theoretical support of the use of gamification principles in the organizational context (Hamari, 2017;Hamari et al, 2014).…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…The existing research on gamification has shown its positive effects in several fields, such as education (Hanus & Fox, 2015), human-computer interaction (Sailer et al, 2017), healthcare (Cugelman, 2013) and the reduction of domestic energy use (Johnson, Horton, Mulcahy, & Foth, 2017). Indeed, several studies have reported that gamified elements can create engagement and flow among individuals, which indicates that flow theory provides theoretical support of the use of gamification principles in the organizational context (Hamari, 2017;Hamari et al, 2014).…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…By approaching work as a game in which they try to reach self-set targets, workers may experience more volition and autonomy, whereas meeting those targets may satisfy their need for competence (Deci and Ryan 2000). Moreover, by engaging in playful and fun interactions with colleagues, playful work design may also fulfill the need for relatedness (Robert and Wilbanks 2012;Sailer et al 2017). …”
Section: Playful Work Designmentioning
confidence: 99%
“…First, it was clear that the gamification features included in the app were appealing to the users, which was expected based on the review of literature on gamification [30,31]. Users often checked the gamification pages and navigated smoothly from one to another which could be derived from the transition probabilities calculated in the Markov Chain analysis.…”
Section: Principal Resultsmentioning
confidence: 99%