{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,10]],"date-time":"2026-04-10T17:55:17Z","timestamp":1775843717692,"version":"3.50.1"},"reference-count":101,"publisher":"Springer Science and Business Media LLC","issue":"3","license":[{"start":{"date-parts":[[2019,11,26]],"date-time":"2019-11-26T00:00:00Z","timestamp":1574726400000},"content-version":"tdm","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"},{"start":{"date-parts":[[2019,11,26]],"date-time":"2019-11-26T00:00:00Z","timestamp":1574726400000},"content-version":"vor","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"}],"funder":[{"name":"CETRAD - Centre for Transdisciplinary Development Studies -"},{"name":"NECE - Research Center in Business Sciences"},{"name":"CETRAD - Centre for Transdisciplinary Development Studies"}],"content-domain":{"domain":["link.springer.com"],"crossmark-restriction":false},"short-container-title":["Educ Inf Technol"],"published-print":{"date-parts":[[2020,5]]},"DOI":"10.1007\/s10639-019-10055-9","type":"journal-article","created":{"date-parts":[[2019,11,27]],"date-time":"2019-11-27T00:03:02Z","timestamp":1574812982000},"page":"1803-1835","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":21,"title":["Gamification in management education - A literature mapping"],"prefix":"10.1007","volume":"25","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-0283-9462","authenticated-orcid":false,"given":"Rui","family":"Silva","sequence":"first","affiliation":[]},{"given":"Ricardo","family":"Rodrigues","sequence":"additional","affiliation":[]},{"given":"Carmem","family":"Leal","sequence":"additional","affiliation":[]}],"member":"297","published-online":{"date-parts":[[2019,11,26]]},"reference":[{"key":"10055_CR1","doi-asserted-by":"publisher","first-page":"172","DOI":"10.1016\/j.compedu.2017.04.008","volume":"111","author":"A Adukaite","year":"2017","unstructured":"Adukaite, A., van Zyl, I., Er, S., & Cantoni, L. (2017). Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools. Computers & Education, 111, 172\u2013190. https:\/\/doi.org\/10.1016\/j.compedu.2017.04.008.","journal-title":"Computers & Education"},{"issue":"2\u20133, SI","key":"10055_CR2","doi-asserted-by":"publisher","first-page":"78","DOI":"10.1108\/WJSTSD-02-2017-0005","volume":"14","author":"A Ahmed","year":"2017","unstructured":"Ahmed, A., & Sutton, M. J. D. (2017). Gamification, serious games, simulations, and immersive learning environments in knowledge management initiatives. World Journal Of Science Technology And Sustainable Development, 14(2\u20133, SI), 78\u201383.","journal-title":"World Journal Of Science Technology And Sustainable Development"},{"issue":"1","key":"10055_CR3","doi-asserted-by":"publisher","first-page":"31","DOI":"10.1111\/1911-3838.12089","volume":"15","author":"HM Armitage","year":"2016","unstructured":"Armitage, H. M., Webb, A., & Glynn, J. (2016). The use of management accounting techniques by small and medium-sized enterprises: A field study of Canadian and Australian practice. Accounting Perspectives, 15(1), 31\u201369. https:\/\/doi.org\/10.1111\/1911-3838.12089.","journal-title":"Accounting Perspectives"},{"key":"10055_CR4","doi-asserted-by":"publisher","first-page":"57","DOI":"10.1016\/j.compedu.2014.12.012","volume":"83","author":"Y Attali","year":"2015","unstructured":"Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers & Education, 83, 57\u201363.","journal-title":"Computers & Education"},{"issue":"5","key":"10055_CR5","doi-asserted-by":"publisher","first-page":"355","DOI":"10.1108\/00400911211244669","volume":"54","author":"A Avramenko","year":"2012","unstructured":"Avramenko, A. (2012). Enhancing students\u2019 employability through business simulation. Education + Training, 54(5), 355\u2013367.","journal-title":"Education + Training"},{"key":"10055_CR6","volume-title":"Review of systematic reviews in the social sciences. A practical guide","author":"A Beelmann","year":"2006","unstructured":"Beelmann, A. (2006). Review of systematic reviews in the social sciences. A practical guide (Vol. 11). Cambridge, MA: Hogrefe & Huber Publishers."},{"issue":"2","key":"10055_CR7","first-page":"23","volume":"40","author":"C Botha-Ravyse","year":"2018","unstructured":"Botha-Ravyse, C., Lennox, A., & Jordaan, D. (2018). Lessons learned from gamification of a learning experience: A case study. South African Journal for Research in Sport Physical Education and Recreation, 40(2), 23\u201340.","journal-title":"South African Journal for Research in Sport Physical Education and Recreation"},{"key":"10055_CR8","unstructured":"Br\u00fchlmann, F., Mekler, E., & Opwis, K. (2013). Gamification from the perspective of self-determination theory and flow. University of Basel."},{"issue":"2","key":"10055_CR9","first-page":"10","volume":"78","author":"E Brunsell","year":"2011","unstructured":"Brunsell, E., & Horejsi, M. (2011). \u201cFlipping\u201d your classroom. The Science Teacher, 78(2), 10.","journal-title":"The Science Teacher"},{"issue":"6","key":"10055_CR10","doi-asserted-by":"publisher","first-page":"1162","DOI":"10.1080\/10494820.2014.964263","volume":"24","author":"P Buckley","year":"2016","unstructured":"Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162\u20131175. https:\/\/doi.org\/10.1080\/10494820.2014.964263.","journal-title":"Interactive Learning Environments"},{"key":"10055_CR11","doi-asserted-by":"publisher","first-page":"481","DOI":"10.1007\/978-1-4471-2161-9_23","volume-title":"Serious games and edutainment applications","author":"V Camilleri","year":"2011","unstructured":"Camilleri, V., Busuttil, L., & Montebello, M. (2011). Social interactive learning in multiplayer games. In Serious games and edutainment applications (pp. 481\u2013501). London: Springer."},{"issue":"2","key":"10055_CR12","doi-asserted-by":"publisher","first-page":"118","DOI":"10.1016\/j.rcsar.2016.07.003","volume":"20","author":"J Carenys","year":"2016","unstructured":"Carenys, J., Moya, S., & Perramon, J. (2016). Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes. Revista de Contabilidad, 20(2), 118\u2013130.","journal-title":"Revista de Contabilidad"},{"issue":"3","key":"10055_CR13","doi-asserted-by":"publisher","first-page":"211","DOI":"10.1108\/EJTD-01-2013-0004","volume":"38","author":"A Ceschi","year":"2014","unstructured":"Ceschi, A., Dorofeeva, K., & Sartori, R. (2014). Studying teamwork and team climate by using a business simulation: How communication and innovation can improve group learning and decision-making performance. European Journal of Training and Development, 38(3), 211\u2013230.","journal-title":"European Journal of Training and Development"},{"key":"10055_CR14","doi-asserted-by":"publisher","first-page":"66","DOI":"10.1016\/j.compedu.2014.05.005","volume":"78","author":"KR Christy","year":"2014","unstructured":"Christy, K. R., & Fox, J. (2014). Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women\u2019s math performance. Computers & Education, 78, 66\u201377. https:\/\/doi.org\/10.1016\/j.compedu.2014.05.005.","journal-title":"Computers & Education"},{"issue":"119","key":"10055_CR15","doi-asserted-by":"publisher","first-page":"61","DOI":"10.1002\/ace.306","volume":"2008","author":"MC Clark","year":"2008","unstructured":"Clark, M. C., & Rossiter, M. (2008). Narrative learning in adulthood. New Directions for Adult and Continuing Education, 2008(119), 61\u201370.","journal-title":"New Directions for Adult and Continuing Education"},{"issue":"1","key":"10055_CR16","doi-asserted-by":"publisher","first-page":"79","DOI":"10.3102\/0034654315582065","volume":"86","author":"DB Clark","year":"2016","unstructured":"Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79\u2013122.","journal-title":"Review of Educational Research"},{"key":"10055_CR17","unstructured":"Csikszentmihalyi, M. (1990). The Domain of Creativity. In M. A. Runco, & R. S. Albert (Eds.), Theories of Creativity (pp. 190-212). Newbury Park, CA: Sage."},{"issue":"2","key":"10055_CR18","doi-asserted-by":"publisher","first-page":"82","DOI":"10.1177\/0266382114538350","volume":"31","author":"S Dale","year":"2014","unstructured":"Dale, S. (2014). Gamification: Making work fun, or making fun of work? Business Information Review, 31(2), 82\u201390. https:\/\/doi.org\/10.1177\/0266382114538350.","journal-title":"Business Information Review"},{"key":"10055_CR19","doi-asserted-by":"publisher","first-page":"72","DOI":"10.1016\/j.compedu.2015.04.011","volume":"88","author":"Davis","year":"2015","unstructured":"Davis, & Singh. (2015). Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators. Computers & Education, 88, 72\u201383. https:\/\/doi.org\/10.1016\/j.compedu.2015.04.011.","journal-title":"Computers & Education"},{"key":"10055_CR20","doi-asserted-by":"publisher","unstructured":"de Sousa Borges, S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. In Proceedings of the 29th annual ACM symposium on Applied Computing \u2013 SAC \u201914. https:\/\/doi.org\/10.1145\/2554850.2554956","DOI":"10.1145\/2554850.2554956"},{"issue":"3","key":"10055_CR21","doi-asserted-by":"publisher","first-page":"359","DOI":"10.1108\/IJLSS-04-2016-0017","volume":"8","author":"A Deif","year":"2017","unstructured":"Deif, A. (2017). Insights on lean gamification for higher education. International Journal of Lean Six Sigma, 8(3), 359\u2013376. https:\/\/doi.org\/10.1108\/IJLSS-04-2016-0017.","journal-title":"International Journal of Lean Six Sigma"},{"key":"10055_CR22","doi-asserted-by":"publisher","first-page":"82","DOI":"10.1016\/j.compedu.2014.01.012","volume":"75","author":"L De-Marcos","year":"2014","unstructured":"De-Marcos, L., Dominguez, A., Saenz-de-Navarrete, J., & Pag\u00e9s, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82\u201391.","journal-title":"Computers & Education"},{"key":"10055_CR23","doi-asserted-by":"publisher","first-page":"99","DOI":"10.1016\/j.compedu.2015.12.008","volume":"95","author":"L de-Marcos","year":"2016","unstructured":"de-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99\u2013113. https:\/\/doi.org\/10.1016\/j.compedu.2015.12.008.","journal-title":"Computers & Education"},{"issue":"1","key":"10055_CR24","first-page":"66","volume":"33","author":"L De-Marcos","year":"2017","unstructured":"De-Marcos, L., Garcia-Cabot, A., & Garcia-Lopez, E. (2017). Towards the social gamification of e-learning: A practical experiment. International Journal of Engineering Education, 33(1), 66\u201373 Retrieved from https:\/\/www.scopus.com\/inward\/record.uri?eid=2-s2.0-85015255902&partnerID=40&md5=e6b77324147eb9671a49e0807ca05f21.","journal-title":"International Journal of Engineering Education"},{"key":"10055_CR25","unstructured":"Deterding, S., Sicart, M., Nacke, L., O\u2019Hara, K., & Dixon, D. (2011). Gamification. Using game-design elements in non-gaming contexts. CHI\u201911 Extended Abstracts on Human Factors in Computing Systems, 2425\u20132428."},{"issue":"1","key":"10055_CR26","doi-asserted-by":"publisher","first-page":"98","DOI":"10.1016\/j.ijme.2017.01.002","volume":"15","author":"J Dias","year":"2017","unstructured":"Dias, J. (2017). Teaching operations research to undergraduate management students: The role of gamification. International Journal of Management Education, 15(1), 98\u2013111. https:\/\/doi.org\/10.1016\/j.ijme.2017.01.002.","journal-title":"International Journal of Management Education"},{"key":"10055_CR27","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1186\/s41239-017-0042-5","volume":"14","author":"C Dichev","year":"2017","unstructured":"Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14, 1\u201336. https:\/\/doi.org\/10.1186\/s41239-017-0042-5.","journal-title":"International Journal of Educational Technology in Higher Education"},{"issue":"3","key":"10055_CR28","first-page":"75","volume":"18","author":"D Dicheva","year":"2015","unstructured":"Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75\u201388.","journal-title":"Educational Technology & Society"},{"key":"10055_CR29","doi-asserted-by":"publisher","first-page":"380","DOI":"10.1016\/j.compedu.2012.12.020","volume":"63","author":"A Dominguez","year":"2013","unstructured":"Dominguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fern\u00e1ndez-Sanz, L., Pag\u00e9S, C., & Mart\u00ednez-Herr\u00e1iz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380\u2013392.","journal-title":"Computers & Education"},{"issue":"PARTC","key":"10055_CR30","doi-asserted-by":"publisher","first-page":"67","DOI":"10.1108\/S2044-9968(2012)000006C006","volume":"6","author":"S DuBravac","year":"2012","unstructured":"DuBravac, S. (2012). Game mechanics for classroom engagement. Cutting-Edge Technologies in Higher Education, 6(PARTC), 67\u201394. https:\/\/doi.org\/10.1108\/S2044-9968(2012)000006C006.","journal-title":"Cutting-Edge Technologies in Higher Education"},{"key":"10055_CR31","unstructured":"Eisner, E. W. (1994). The educational imagination: on the design and evaluation of school programs. New York: Toronto: New York: Macmillan; Maxwell Macmillan Canada; Maxwell Macmillan International."},{"issue":"SPL.ISSUE","key":"10055_CR32","doi-asserted-by":"publisher","first-page":"15","DOI":"10.3991\/ijet.v8iS1.2320","volume":"8","author":"K Erenli","year":"2013","unstructured":"Erenli, K. (2013). The impact of gamification: Recommending education scenarios. International Journal of Emerging Technologies in Learning, 8(SPL.ISSUE), 15\u201321. https:\/\/doi.org\/10.3991\/ijet.v8iS1.2320.","journal-title":"International Journal of Emerging Technologies in Learning"},{"key":"10055_CR33","doi-asserted-by":"publisher","first-page":"13","DOI":"10.20368\/je-lks.v11i3.1072","volume":"11","author":"F Faiella","year":"2015","unstructured":"Faiella, F., & Ricciardi, M. (2015). Gamification and learning: A review of issues and research. Journal of E-Learning and Knowledge Society, 11, 13\u201321. https:\/\/doi.org\/10.20368\/je-lks.v11i3.1072.","journal-title":"Journal of E-Learning and Knowledge Society"},{"key":"10055_CR34","doi-asserted-by":"publisher","first-page":"136","DOI":"10.1016\/j.compedu.2014.02.008","volume":"75","author":"M Filsecker","year":"2014","unstructured":"Filsecker, M., & Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students\u2019 motivation, engagement and learning in an educational game. Computers & Education, 75, 136\u2013148. https:\/\/doi.org\/10.1016\/j.compedu.2014.02.008.","journal-title":"Computers & Education"},{"key":"10055_CR35","doi-asserted-by":"publisher","first-page":"452","DOI":"10.1016\/j.chb.2013.06.023","volume":"30","author":"Fit\u00f3-Bertran","year":"2014","unstructured":"Fit\u00f3-Bertran, Hern\u00e1ndez, & Serradell. (2014). Comparing student competences in a face-to-face and online business game. Computers in Human Behavior, 30, 452\u2013459.","journal-title":"Computers in Human Behavior"},{"issue":"2","key":"10055_CR36","first-page":"56","volume":"8","author":"I Furdu","year":"2017","unstructured":"Furdu, I., Tomozei, C., & Kose, U. (2017). Pros and cons gamification and gaming in classroom. Brain-Broad Research in Artificial Intelligence and Neuroscience, 8(2), 56\u201362.","journal-title":"Brain-Broad Research in Artificial Intelligence and Neuroscience"},{"issue":"1","key":"10055_CR37","first-page":"129","volume":"13","author":"A Galbis-Cordova","year":"2017","unstructured":"Galbis-Cordova, A., Marti-Parreno, J., & Curras-Perez, R. (2017). Higher Education Students\u2019 Attitude Towards the Use of Gamification for Competencies Development. Journal of E-Learning and Knowledge Society, 13(1), 129\u2013146.","journal-title":"Journal of E-Learning and Knowledge Society"},{"key":"10055_CR38","unstructured":"Gartner. (2011). More than 50 percent of organizations that manage innovation processes will gamify those processes. Press Release, Gartner Inc."},{"issue":"2","key":"10055_CR39","doi-asserted-by":"publisher","first-page":"403","DOI":"10.1007\/s10639-013-9291-7","volume":"20","author":"D Gibson","year":"2015","unstructured":"Gibson, D., Ostashewski, N., Flintoff, K., Grant, S., & Knight, E. (2015). Digital badges in education. Education and Information Technologies, 20(2), 403\u2013410.","journal-title":"Education and Information Technologies"},{"key":"10055_CR40","volume-title":"Play as you learn: Gamification as a technique for motivating learners","author":"I Glover","year":"2013","unstructured":"Glover, I. (2013). Play as you learn: Gamification as a technique for motivating learners."},{"key":"10055_CR41","unstructured":"Gonz\u00e1lez, C., & Area, M. (2013). Breaking the rules: Gamification of learning and educational materials. In Proceedings of the 2nd international workshop on Interaction Design in Educational Environments, 7\u201353."},{"issue":"1","key":"10055_CR42","doi-asserted-by":"publisher","first-page":"435","DOI":"10.1016\/j.compedu.2011.07.015","volume":"58","author":"V Guill\u00e9n-Nieto","year":"2012","unstructured":"Guill\u00e9n-Nieto, V., & Aleson-Carbonell, M. (2012). Serious games and learning effectiveness: The case of it\u2019s a deal! Computers and Education, 58(1), 435\u2013448. https:\/\/doi.org\/10.1016\/j.compedu.2011.07.015.","journal-title":"Computers and Education"},{"issue":"1","key":"10055_CR43","doi-asserted-by":"publisher","first-page":"42","DOI":"10.4018\/IJSKD.2017010103","volume":"9","author":"A Gupta","year":"2017","unstructured":"Gupta, A., & Gomathi, S. (2017). A review on gamification and its potential to motivate and engage employees and customers: Employee engagement through gamification. International Journal of Sociotechnology and Knowledge Development, 9(1), 42\u201352. https:\/\/doi.org\/10.4018\/IJSKD.2017010103.","journal-title":"International Journal of Sociotechnology and Knowledge Development"},{"issue":"3","key":"10055_CR44","doi-asserted-by":"publisher","first-page":"125","DOI":"10.1016\/j.ijinfomgt.2017.01.006","volume":"37","author":"J Hamari","year":"2017","unstructured":"Hamari, J., & Keronen, L. (2017). Why do people play games? A meta-analysis. International Journal of Information Management, 37(3), 125\u2013141. https:\/\/doi.org\/10.1016\/j.ijinfomgt.2017.01.006.","journal-title":"International Journal of Information Management"},{"key":"10055_CR45","doi-asserted-by":"publisher","first-page":"133","DOI":"10.1016\/j.chb.2014.07.048","volume":"40","author":"J Hamari","year":"2014","unstructured":"Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional flow scale-2. Computers in Human Behavior, 40, 133\u2013143. https:\/\/doi.org\/10.1016\/j.chb.2014.07.048.","journal-title":"Computers in Human Behavior"},{"key":"10055_CR46","doi-asserted-by":"crossref","unstructured":"Hamari, Koivisto, & Sarsa. (2014). Does gamification work? \u2013 A literature review of empirical studies on gamification. System sciences (HICSS), 2014 47th Hawaii international conference on, 3025\u20133034.","DOI":"10.1109\/HICSS.2014.377"},{"key":"10055_CR47","doi-asserted-by":"publisher","first-page":"170","DOI":"10.1016\/j.chb.2015.07.045","volume":"54","author":"J Hamari","year":"2016","unstructured":"Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170\u2013179. https:\/\/doi.org\/10.1016\/j.chb.2015.07.045.","journal-title":"Computers in Human Behavior"},{"key":"10055_CR48","unstructured":"Hansen, D. T., Driscoll, M. E., & Arcilla, R. (Eds.) (2007). A Life in Classrooms: Philip W. Jackson and the Practice of Education. New York: Teachers College Press."},{"key":"10055_CR49","doi-asserted-by":"publisher","first-page":"152","DOI":"10.1016\/j.compedu.2014.08.019","volume":"80","author":"MD Hanus","year":"2015","unstructured":"Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers and Education, 80, 152\u2013161. https:\/\/doi.org\/10.1016\/j.compedu.2014.08.019.","journal-title":"Computers and Education"},{"issue":"9","key":"10055_CR50","doi-asserted-by":"publisher","first-page":"1438","DOI":"10.1108\/IMDS-07-2014-0208","volume":"114","author":"K Harman","year":"2014","unstructured":"Harman, K., Koohang, A., & Paliszkiewicz, J. (2014). Scholarly interest in gamification: A citation network analysis. Industrial Management & Data Systems, 114(9), 1438\u20131452. https:\/\/doi.org\/10.1108\/IMDS-07-2014-0208.","journal-title":"Industrial Management & Data Systems"},{"key":"10055_CR51","unstructured":"Hellwege, B., & Robertson, C. (2012). Entertain, engage, educate. In Proceedings of ACEC."},{"issue":"21","key":"10055_CR52","doi-asserted-by":"publisher","first-page":"33","DOI":"10.17013\/risti.21.33-50","volume":"2017","author":"L Hern\u00e1ndez","year":"2017","unstructured":"Hern\u00e1ndez, L., Mu\u00f1oz, M., Mej\u00eda, J., Pe\u00f1a, A., Rangel, N., & Torres, C. (2017). A systematic literature review focused on the use of gamification in software engineering teamworks [Una revisi\u00f3n sistem\u00e1tica de la literatura enfocada en el uso de gamificaci\u00f3n en equipos de trabajo en la ingenier\u00eda de software]. RISTI \u2013 Revista Iberica de Sistemas e Tecnologias de Informacao, 2017(21), 33\u201350. https:\/\/doi.org\/10.17013\/risti.21.33-50.","journal-title":"RISTI \u2013 Revista Iberica de Sistemas e Tecnologias de Informacao"},{"issue":"1, SI","key":"10055_CR53","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1108\/OTH-11-2015-0069","volume":"24","author":"JB Holmes","year":"2016","unstructured":"Holmes, J. B., & Gee, E. R. (2016). A framework for understanding game-based teaching and learning. On the Horizon, 24(1, SI), 1\u201316. https:\/\/doi.org\/10.1108\/OTH-11-2015-0069.","journal-title":"On the Horizon"},{"issue":"3","key":"10055_CR54","doi-asserted-by":"publisher","first-page":"291","DOI":"10.1109\/TLT.2014.2329293","volume":"7","author":"M-B Ibanez","year":"2014","unstructured":"Ibanez, M.-B., Di-Serio, A., & Delgado-Kloos, C. (2014). Gamification for engaging computer science students in learning activities: A case study. IEEE Transactions on Learning Technologies, 7(3), 291\u2013301. https:\/\/doi.org\/10.1109\/TLT.2014.2329293.","journal-title":"IEEE Transactions on Learning Technologies"},{"issue":"1","key":"10055_CR55","doi-asserted-by":"publisher","first-page":"205","DOI":"10.5539\/cis.v4n1p205","volume":"4","author":"R Ibrahim","year":"2010","unstructured":"Ibrahim, R., Yusoff, R. C. M., Omar, H. M., & Jaafar, A. (2010). Students perceptions of using educational games to learn introductory programming. Computer and Information Science, 4(1), 205.","journal-title":"Computer and Information Science"},{"key":"10055_CR56","unstructured":"Kapp. (2012a). Games, gamification, and the quest for learner engagement. Retrieved from T and D website: https:\/\/www.scopus.com\/inward\/record.uri?eid=2-s2.0-84862892253&partnerID=40&md5=3d5cd4a19949a11159e3e4ba67557dfe"},{"key":"10055_CR57","volume-title":"The gamification of learning and instruction: Game-based methods and strategies for training and education","author":"Kapp","year":"2012","unstructured":"Kapp. (2012b). The gamification of learning and instruction: Game-based methods and strategies for training and education. Hoboken: Wiley."},{"issue":"6","key":"10055_CR58","doi-asserted-by":"publisher","first-page":"868","DOI":"10.18517\/ijaseit.6.6.1379","volume":"6","author":"FL Khaleel","year":"2016","unstructured":"Khaleel, F. L., Ashaari, N. S., Wook, T. S. M. T., & Ismail, A. (2016). Gamification elements for learning applications. International Journal on Advanced Science, Engineering and Information Technology, 6(6), 868\u2013874. https:\/\/doi.org\/10.18517\/ijaseit.6.6.1379.","journal-title":"International Journal on Advanced Science, Engineering and Information Technology"},{"issue":"19","key":"10055_CR59","doi-asserted-by":"publisher","first-page":"8483","DOI":"10.1007\/s11042-013-1612-8","volume":"74","author":"JT Kim","year":"2015","unstructured":"Kim, J. T., & Lee, W. H. (2015). Dynamical model for gamification of learning (DMGL). Multimedia Tools and Applications, 74(19), 8483\u20138493. https:\/\/doi.org\/10.1007\/s11042-013-1612-8.","journal-title":"Multimedia Tools and Applications"},{"issue":"1","key":"10055_CR60","doi-asserted-by":"publisher","first-page":"7","DOI":"10.1016\/j.infsof.2008.09.009","volume":"51","author":"B Kitchenham","year":"2009","unstructured":"Kitchenham, B., Brereton, O. P., Budgen, D., Turner, M., Bailey, J., & Linkman, S. (2009). Systematic literature reviews in software engineering \u2013 A systematic literature review. Information and Software Technology, 51(1), 7\u201315.","journal-title":"Information and Software Technology"},{"key":"10055_CR61","doi-asserted-by":"publisher","first-page":"179","DOI":"10.1016\/j.chb.2014.03.007","volume":"35","author":"J Koivisto","year":"2014","unstructured":"Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179\u2013188. https:\/\/doi.org\/10.1016\/j.chb.2014.03.007.","journal-title":"Computers in Human Behavior"},{"key":"10055_CR62","doi-asserted-by":"publisher","first-page":"3424","DOI":"10.1016\/j.promfg.2015.07.616","volume":"3","author":"O Korn","year":"2015","unstructured":"Korn, O., & Schmidt, A. (2015). Gamification of business processes: Re-designing work in production and service industry. Procedia Manufacturing, 3, 3424\u20133431. https:\/\/doi.org\/10.1016\/j.promfg.2015.07.616.","journal-title":"Procedia Manufacturing"},{"issue":"6","key":"10055_CR63","doi-asserted-by":"publisher","first-page":"848","DOI":"10.1177\/1052562912459029","volume":"36","author":"CL Krom","year":"2012","unstructured":"Krom, C. L. (2012). Using FarmVille in an introductory managerial accounting course to engage students, enhance comprehension, and develop social networking skills. Journal of Management Education, 36(6), 848\u2013865.","journal-title":"Journal of Management Education"},{"key":"10055_CR64","doi-asserted-by":"publisher","unstructured":"Kuo, M. S., & Chuang, T. Y. (2016). How gamification motivates visits and engagement for online academic dissemination \u2013 An empirical study. Computers in Human Behavior, 55. https:\/\/doi.org\/10.1016\/j.chb.2015.08.025.","DOI":"10.1016\/j.chb.2015.08.025"},{"issue":"6","key":"10055_CR65","doi-asserted-by":"publisher","first-page":"752","DOI":"10.1177\/1046878114563660","volume":"45","author":"Landers","year":"2014","unstructured":"Landers. (2014). Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation and Gaming, 45(6), 752\u2013768. https:\/\/doi.org\/10.1177\/1046878114563660.","journal-title":"Simulation and Gaming"},{"issue":"6","key":"10055_CR66","doi-asserted-by":"publisher","first-page":"769","DOI":"10.1177\/1046878114563662","volume":"45","author":"Landers","year":"2014","unstructured":"Landers, & Landers. (2014). An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation and Gaming, 45(6), 769\u2013785. https:\/\/doi.org\/10.1177\/1046878114563662.","journal-title":"Simulation and Gaming"},{"issue":"2","key":"10055_CR67","first-page":"146","volume":"15","author":"J Lee","year":"2011","unstructured":"Lee, J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 146.","journal-title":"Academic Exchange Quarterly"},{"issue":"1","key":"10055_CR68","doi-asserted-by":"publisher","first-page":"85","DOI":"10.2753\/JEC1086-4415130103","volume":"13","author":"Lin","year":"2008","unstructured":"Lin, & Bhattacherjee. (2008). Elucidating individual intention to use interactive information technologies: The role of network externalities. International Journal of Electronic Commerce, 13(1), 85\u2013108.","journal-title":"International Journal of Electronic Commerce"},{"key":"10055_CR69","doi-asserted-by":"publisher","unstructured":"Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., & Maher, C. (2017). Does gamification increase engagement with online programs? A systematic review. PLoS One, 12(3). https:\/\/doi.org\/10.1371\/journal.pone.0173403.","DOI":"10.1371\/journal.pone.0173403"},{"issue":"1","key":"10055_CR70","doi-asserted-by":"publisher","first-page":"8","DOI":"10.15866\/irecos.v11i1.7913","volume":"11","author":"RI Malas","year":"2016","unstructured":"Malas, R. I., & Hamtini, T. M. (2016). A gamified e-learning design model to promote and improve learning. International Review on Computers and Software, 11(1), 8\u201319. https:\/\/doi.org\/10.15866\/irecos.v11i1.7913.","journal-title":"International Review on Computers and Software"},{"issue":"4","key":"10055_CR71","doi-asserted-by":"publisher","first-page":"1","DOI":"10.4018\/JITR.2017100101","volume":"10","author":"H Marin-Vega","year":"2017","unstructured":"Marin-Vega, H., Alor-Hern\u00e1ndez, G., Zatarain-Cabada, R., Barron-Estrada, M. L., & Garc\u00eda-Alcaraz, J. L. (2017). A brief review of game engines for educational and serious games development. Journal of Information Technology Research, 10(4), 1\u201322. https:\/\/doi.org\/10.4018\/JITR.2017100101.","journal-title":"Journal of Information Technology Research"},{"key":"10055_CR72","volume-title":"Reality is broken: Why games make us better and how they can change the world","author":"J McGonigal","year":"2011","unstructured":"McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin."},{"issue":"2","key":"10055_CR73","doi-asserted-by":"publisher","first-page":"67","DOI":"10.1177\/0840470415626528","volume":"29","author":"S McKeown","year":"2016","unstructured":"McKeown, S., Krause, C., Shergill, M., Siu, A., & Sweet, D. (2016). Gamification as a strategy to engage and motivate clinicians to improve care. Healthcare Management Forum, 29(2), 67\u201373. https:\/\/doi.org\/10.1177\/0840470415626528.","journal-title":"Healthcare Management Forum"},{"key":"10055_CR74","doi-asserted-by":"publisher","first-page":"525","DOI":"10.1016\/j.chb.2015.08.048","volume":"71","author":"ED Mekler","year":"2017","unstructured":"Mekler, E. D., Brithlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525\u2013534. https:\/\/doi.org\/10.1016\/j.chb.2015.08.048.","journal-title":"Computers in Human Behavior"},{"issue":"3","key":"10055_CR75","first-page":"9","volume":"14","author":"SM Moncada","year":"2014","unstructured":"Moncada, S. M., & Moncada, T. P. (2014). Gamification of learning in accounting education. Journal of Higher Education Theory and Practice, 14(3), 9.","journal-title":"Journal of Higher Education Theory and Practice"},{"key":"10055_CR76","doi-asserted-by":"publisher","first-page":"121","DOI":"10.1016\/j.procir.2014.07.056","volume":"26","author":"BC M\u00fcller","year":"2015","unstructured":"M\u00fcller, B. C., Reise, C., & Seliger, G. (2015). Gamification in factory management education \u2013 A case study with Lego Mindstorms. Procedia CIRP, 26, 121\u2013126.","journal-title":"Procedia CIRP"},{"key":"10055_CR77","unstructured":"Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proceedings of 6th international conference on Virtual Learning ICVL, 323\u2013329."},{"issue":"1070","key":"10055_CR78","doi-asserted-by":"publisher","first-page":"685","DOI":"10.1136\/postgradmedj-2013-132486","volume":"90","author":"CR Nevin","year":"2014","unstructured":"Nevin, C. R., Westfall, A. O., Rodriguez, J. M., Dempsey, D. M., Cherrington, A., Roy, B., Patel, M., & Willig, J. H. (2014). Gamification as a tool for enhancing graduate medical education. Postgraduate Medical Journal, 90(1070), 685\u2013693. https:\/\/doi.org\/10.1136\/postgradmedj-2013-132486.","journal-title":"Postgraduate Medical Journal"},{"issue":"5","key":"10055_CR79","doi-asserted-by":"publisher","first-page":"594","DOI":"10.1080\/1369118X.2013.808365","volume":"17","author":"J Nolan","year":"2014","unstructured":"Nolan, J., & McBride, M. (2014). Beyond gamification: Reconceptualizing game-based learning in early childhood environments. Information Communication & Society, 17(5), 594\u2013608. https:\/\/doi.org\/10.1080\/1369118X.2013.808365.","journal-title":"Information Communication & Society"},{"key":"10055_CR80","doi-asserted-by":"publisher","first-page":"147","DOI":"10.1007\/978-981-10-0575-6_12","volume-title":"Simulation and gaming in the network society","author":"A Pikos","year":"2016","unstructured":"Pikos, A., & Olejniczak, T. (2016). Gamification in education: \u201cAmerican dream\u201d game. In T. Kaneda, H. Kanegae, Y. Toyoda, & P. Rizzi (Eds.), Simulation and gaming in the network society (pp. 147\u2013156). Singapore: Springer. https:\/\/doi.org\/10.1007\/978-981-10-0575-6_12."},{"key":"10055_CR81","first-page":"463","volume-title":"Proceedings of the 13th international conference efficiency and responsibility in education","author":"L Pilar","year":"2016","unstructured":"Pilar, L., Rojik, S., Balcarova, T., & Polakova, J. (2016). Gamification in education: Current state. In M. Flegl, M. Houska, & I. Krejci (Eds.), Proceedings of the 13th international conference efficiency and responsibility in education (pp. 463\u2013471). Prague: Czech University Life Sciences Prague."},{"issue":"5","key":"10055_CR82","doi-asserted-by":"publisher","first-page":"473","DOI":"10.1002\/smj.454","volume":"26","author":"PM Podsakoff","year":"2005","unstructured":"Podsakoff, P. M., Mackenzie, S. B., Bachrach, D. G., & Podsakoff, N. P. (2005). The influence of management journals in the 1980s and 1990s. Strategic Management Journal, 26(5), 473\u2013488.","journal-title":"Strategic Management Journal"},{"key":"10055_CR83","unstructured":"Poondej, C., & Lerdpornkulrat, T. (2016). The development of gamified learning activities to increase student engagement in learning. Australian Educational Computing, 31(2)."},{"issue":"2","key":"10055_CR84","doi-asserted-by":"publisher","first-page":"90","DOI":"10.4018\/ijgbl.2012040106","volume":"2","author":"D Rai","year":"2012","unstructured":"Rai, D., & Beck, J. E. (2012). Math learning environment with game-like elements: An experimental framework. International Journal of Game-Based Learning, 2(2), 90\u2013110. https:\/\/doi.org\/10.4018\/ijgbl.2012040106.","journal-title":"International Journal of Game-Based Learning"},{"issue":"4","key":"10055_CR85","doi-asserted-by":"publisher","first-page":"801","DOI":"10.2308\/iace-50512","volume":"28","author":"Riley","year":"2013","unstructured":"Riley, Cadotte, Bonney, & MacGuire. (2013). Using a business simulation to enhance accounting education. Issues in Accounting Education, 28(4), 801\u2013822.","journal-title":"Issues in Accounting Education"},{"issue":"3\u20134","key":"10055_CR86","first-page":"198","volume":"48","author":"IM Ru\u017eic","year":"2015","unstructured":"Ru\u017eic, I. M., & Dumancic, M. (2015). Gamification in education. Informatologia, 48(3\u20134), 198\u2013204 Retrieved from https:\/\/www.scopus.com\/inward\/record.uri?eid=2-s2.0-84956690035&partnerID=40&md5=d17869c62f1f293e8a2099ef2ce20c88.","journal-title":"Informatologia"},{"key":"10055_CR87","doi-asserted-by":"publisher","unstructured":"Ryan, R. M., & Deci, E. L. (2000). Intrinsic and Extrinsic Motivations : Classic Definitions and New Directions. 67, 54\u201367. https:\/\/doi.org\/10.1006\/ceps.1999.1020","DOI":"10.1006\/ceps.1999.1020"},{"key":"10055_CR88","doi-asserted-by":"publisher","first-page":"31","DOI":"10.1016\/j.jbi.2017.05.011","volume":"71","author":"L Sardi","year":"2017","unstructured":"Sardi, L., Idri, A., & Fern\u00e1ndez-Alem\u00e1n, J. L. (2017). A systematic review of gamification in e-health. Journal of Biomedical Informatics, 71, 31\u201348. https:\/\/doi.org\/10.1016\/j.jbi.2017.05.011.","journal-title":"Journal of Biomedical Informatics"},{"issue":"3","key":"10055_CR89","doi-asserted-by":"publisher","first-page":"197","DOI":"10.1080\/15228835.2013.812512","volume":"31","author":"Schoech","year":"2013","unstructured":"Schoech, Boyas, Black, & Lambert. (2013). Gamification for Behavior change: Lessons from developing a social, multiuser, web-tablet based prevention game for youths. Journal of Technology in Human Services, 31(3), 197\u2013217. https:\/\/doi.org\/10.1080\/15228835.2013.812512.","journal-title":"Journal of Technology in Human Services"},{"key":"10055_CR90","doi-asserted-by":"publisher","first-page":"14","DOI":"10.1016\/j.ijhcs.2014.09.006","volume":"74","author":"K Seaborn","year":"2015","unstructured":"Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14\u201331. https:\/\/doi.org\/10.1016\/j.ijhcs.2014.09.006.","journal-title":"International Journal of Human-Computer Studies"},{"issue":"2, SI","key":"10055_CR91","doi-asserted-by":"publisher","first-page":"345","DOI":"10.1016\/j.chb.2012.06.007","volume":"29","author":"J Simoes","year":"2013","unstructured":"Simoes, J., Diaz Redondo, R., & Fernandez Vilas, A. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2, SI), 345\u2013353. https:\/\/doi.org\/10.1016\/j.chb.2012.06.007.","journal-title":"Computers in Human Behavior"},{"key":"10055_CR92","unstructured":"Singhsomransukh, S., & Heo, D. (2017). Gamification of knowledge sharing practices: A proposed conceptual framework for organizational learning. In E. Tsui & B. Cheung (Ed.), Proceedings of the 14th international conference on Intellectual Capital, Knowledge Management & Organisational Learning (ICICKM 2017) (pp. 232\u2013235)."},{"key":"10055_CR93","unstructured":"Stott, A., & Neustaedter, C. (2013). Analysis of gamification in education. Surrey, BC, Canada, 8."},{"issue":"3","key":"10055_CR94","doi-asserted-by":"publisher","first-page":"268","DOI":"10.1111\/jcal.12088","volume":"31","author":"C-H Su","year":"2015","unstructured":"Su, C.-H., & Cheng, C.-H. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268\u2013286. https:\/\/doi.org\/10.1111\/jcal.12088.","journal-title":"Journal of Computer Assisted Learning"},{"issue":"29\u201332","key":"10055_CR95","doi-asserted-by":"publisher","first-page":"1609","DOI":"10.12988\/ces.2014.411217","volume":"7","author":"G Surendeleg","year":"2014","unstructured":"Surendeleg, G., Murwa, V., Yun, H.-K., & Kim, Y. S. (2014). The role of gamification in education \u2013 A literature review. Contemporary Engineering Sciences, 7(29\u201332), 1609\u20131616. https:\/\/doi.org\/10.12988\/ces.2014.411217.","journal-title":"Contemporary Engineering Sciences"},{"issue":"2","key":"10055_CR96","first-page":"115","volume":"5","author":"Tanner","year":"2012","unstructured":"Tanner, Stewart, Totaro, & Hargrave. (2012). Business simulation games: Effective teaching tools or window dressing? American Journal of Business Education (Online), 5(2), 115.","journal-title":"American Journal of Business Education (Online)"},{"key":"10055_CR97","doi-asserted-by":"publisher","unstructured":"Taspinar, B., Schmidt, W., & Schuhbauer, H. (2016). Gamification in education: A board game approach to knowledge acquisition. In F. Barachini, S. Hawamdeh, & C. Stary (Eds.), International conference on Knowledge Management, ICKM 2016 (pp. 101\u2013116). https:\/\/doi.org\/10.1016\/j.procs.2016.09.104","DOI":"10.1016\/j.procs.2016.09.104"},{"key":"10055_CR98","volume-title":"For the win: How game thinking can revolutionize your business","author":"K Werbach","year":"2012","unstructured":"Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press."},{"key":"10055_CR99","unstructured":"Wu, M. G. (2012). 101: The psychology of motivation, Science of Social Blog. Lithium, 2012."},{"issue":"4","key":"10055_CR100","first-page":"26","volume":"17","author":"Q Wu","year":"2015","unstructured":"Wu, Q., Zhu, Y., & Luo, Z. (2015). A gamification approach to getting students engaged in academic study. Bulletin of the Technical Committee on Learning Technology, 17(4), 26\u201329.","journal-title":"Bulletin of the Technical Committee on Learning Technology"},{"issue":"12","key":"10055_CR101","doi-asserted-by":"publisher","first-page":"1441","DOI":"10.1108\/01443571211284188","volume":"32","author":"B Yalabik","year":"2012","unstructured":"Yalabik, B., Howard, M., & Roden, S. (2012). The innovation game: Lessons in strategy and managing operations. International Journal of Operations & Production Management, 32(12), 1441\u20131459.","journal-title":"International Journal of Operations & Production Management"}],"container-title":["Education and Information Technologies"],"original-title":[],"language":"en","link":[{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/s10639-019-10055-9.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"text-mining"},{"URL":"http:\/\/link.springer.com\/article\/10.1007\/s10639-019-10055-9\/fulltext.html","content-type":"text\/html","content-version":"vor","intended-application":"text-mining"},{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/s10639-019-10055-9.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2020,11,25]],"date-time":"2020-11-25T01:23:57Z","timestamp":1606267437000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/s10639-019-10055-9"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2019,11,26]]},"references-count":101,"journal-issue":{"issue":"3","published-print":{"date-parts":[[2020,5]]}},"alternative-id":["10055"],"URL":"https:\/\/doi.org\/10.1007\/s10639-019-10055-9","relation":{},"ISSN":["1360-2357","1573-7608"],"issn-type":[{"value":"1360-2357","type":"print"},{"value":"1573-7608","type":"electronic"}],"subject":[],"published":{"date-parts":[[2019,11,26]]},"assertion":[{"value":"20 June 2019","order":1,"name":"received","label":"Received","group":{"name":"ArticleHistory","label":"Article History"}},{"value":"8 November 2019","order":2,"name":"accepted","label":"Accepted","group":{"name":"ArticleHistory","label":"Article History"}},{"value":"26 November 2019","order":3,"name":"first_online","label":"First Online","group":{"name":"ArticleHistory","label":"Article History"}}]}}