2015
DOI: 10.20533/iji.1742.4712.2015.0123
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SGI: A Framework for Increasing the Sustainability of Gamification Impact

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Cited by 28 publications
(20 citation statements)
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“…Following the SDT framework, this study re‐coded active users’ interviews to analyze their self‐determination motivation and behaviors in RB, as shown in Appendix C. First, both extrinsic ranking and intrinsic self‐efficacy caused by RB satisfied students’ desires for success in competition and academic performance and need for competence, a sense of mastery for performing better at something (AlMarshedi, Wanick Vieira, & Ranchhod, 2015; Bell, 2018; Pink, 2009). Also, active users reported that they liked RB thanks to its effectiveness in their reading abilities and academic performance.…”
Section: Discussionmentioning
confidence: 99%
“…Following the SDT framework, this study re‐coded active users’ interviews to analyze their self‐determination motivation and behaviors in RB, as shown in Appendix C. First, both extrinsic ranking and intrinsic self‐efficacy caused by RB satisfied students’ desires for success in competition and academic performance and need for competence, a sense of mastery for performing better at something (AlMarshedi, Wanick Vieira, & Ranchhod, 2015; Bell, 2018; Pink, 2009). Also, active users reported that they liked RB thanks to its effectiveness in their reading abilities and academic performance.…”
Section: Discussionmentioning
confidence: 99%
“…Yet, many existing gamified applications and services focus only on extrinsic motivation [ 40 ]. However, it is known that extrinsic motivation solely does not create a sustainable gamification affect [ 41 ]. The Wheel of Sukr considers both types of motivation (intrinsic and extrinsic).…”
Section: Discussionmentioning
confidence: 99%
“…There are distinct types of frameworks of gamification (AlMarshedi et al, 2015;Kappen and Nacke, 2013;Marache-Francisco and Brangier, 2013;Raftopoulos, 2014;Robson et al, 2015) that adapt per the context. Some gamification frameworks highlight sustainability of the desired impact of gamified applications such as flow, purpose, mastery and relatedness (AlMarshedi et al, 2015). Others include a framework of the design dimensions of gamification when used in online surveys to make them more engaging to complete (Harms et al, 2014).…”
Section: Frameworkmentioning
confidence: 99%
“…There have been suggested designs that allow users to become more cognizant of how apps use their data, and how developers can be legally compliant when they create their apps (Hatamian, 2020). For example, AlMarshedi et al (2015) introduced an app permission manager, which nudges users about app permissions. Because of this manager, 98% of participants reassessed their permissions while 58% restricted some of theirs (AlMarshedi et al, 2015).…”
Section: Ethics and Privacymentioning
confidence: 99%