{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,5]],"date-time":"2026-05-05T20:23:54Z","timestamp":1778012634311,"version":"3.51.4"},"reference-count":84,"publisher":"Emerald","issue":"4","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2025,10,20]]},"abstract":"<jats:sec>\n                  <jats:title>Purpose<\/jats:title>\n                  <jats:p>This study aims to develop a theoretical framework to explain the underlying mechanisms through which gamification affordances reduce academic burnout in online learning, with a particular focus on the mediating role of positive psychological capital (PsyCap) and the moderating role of cognitive load. As academic burnout in online learning becomes increasingly severe, understanding how gamification affordances enhance learners\u2019 PsyCap and alleviate burnout is essential for improving both the theoretical foundation and practical applications of online education.<\/jats:p>\n               <\/jats:sec>\n               <jats:sec>\n                  <jats:title>Design\/methodology\/approach<\/jats:title>\n                  <jats:p>Grounded in gamification theory, PsyCap theory and the \u201cAffordances\u2013Psychological\u2013Behavioral Outcomes\u201d framework, this research proposes a new theoretical model that categorizes gamification affordances into objective affordances (game elements, mechanics and dynamics) and subjective affordances (psychological experiences and perceptions). A quantitative research method was used, using survey data from online learners. Structural equation modeling and SPSS were used for statistical analysis to test the proposed hypotheses.<\/jats:p>\n               <\/jats:sec>\n               <jats:sec>\n                  <jats:title>Findings<\/jats:title>\n                  <jats:p>The results indicate that gamification affordances directly reduce academic burnout and enhance learners\u2019 PsyCap. Moreover, PsyCap plays a mediating role, meaning that gamification affordances mitigate academic burnout both directly and indirectly through PsyCap. In addition, cognitive load serves as a moderator, influencing the extent to which gamification affordances affect both PsyCap and academic burnout under different cognitive load conditions.<\/jats:p>\n               <\/jats:sec>\n               <jats:sec>\n                  <jats:title>Originality\/value<\/jats:title>\n                  <jats:p>This research, from the perspective of PsyCap, introduces a new conceptual framework for gamification affordances and develops a novel model linking gamification affordances, PsyCap and academic burnout. By extending the applicability of gamification theory and refining the conceptualization of gamification affordances, this study provides theoretical insights and practical guidance for optimizing online learning experiences and reducing academic burnout.<\/jats:p>\n               <\/jats:sec>","DOI":"10.1108\/itse-09-2024-0222","type":"journal-article","created":{"date-parts":[[2025,4,10]],"date-time":"2025-04-10T02:41:40Z","timestamp":1744252900000},"page":"723-743","source":"Crossref","is-referenced-by-count":3,"title":["How gamification affordances reduce academic burnout in online learning: the mediating role of positive psychological capital"],"prefix":"10.1108","volume":"22","author":[{"given":"Xujing","family":"Wang","sequence":"first","affiliation":[{"name":"UCSI University Department of Education, Faculty of Social Sciences and Liberal Arts, , Kuala Lumpur,","place":["Malaysia"]}]},{"given":"Saeid","family":"Motevalli","sequence":"additional","affiliation":[{"name":"UCSI University Department of Psychology, Faculty of Social Sciences and Liberal Arts, , Kuala Lumpur, , and Well-Being Research Center, UCSI University, Kuala Lumpur,","place":["Malaysia Malaysia"]}]},{"given":"Weirong","family":"Huang","sequence":"additional","affiliation":[{"name":"Hospital of Xiamen University Department of Psychiatry and Psychology, , Xiamen,","place":["China"]}]}],"member":"140","published-online":{"date-parts":[[2025,4,11]]},"reference":[{"issue":"9","key":"2025101606485364400_ref001","first-page":"5625","article-title":"Interventions to reduce stress and burnout among teachers: a scoping review","volume":"20","author":"Agyapong","year":"2023","journal-title":"International Journal of Environmental Research and Public Health"},{"key":"2025101606485364400_ref002","first-page":"1","article-title":"Advantages and challenges associated with augmented reality for education: a systematic review of the literature","volume":"20","author":"Ak\u00e7ay\u0131r","year":"2017","journal-title":"Educational Research Review"},{"issue":"1","key":"2025101606485364400_ref003","first-page":"85","article-title":"Challenges and affordances of cognitive load management in technology-assisted language learning: a systematic review","volume":"39","author":"Bahari","year":"2022","journal-title":"International Journal of Human\u2013Computer Interaction"},{"issue":"2","key":"2025101606485364400_ref004","first-page":"511","article-title":"Burned out to drop out: exploring the relationship between school burnout and school dropout","volume":"28","author":"Bask","year":"2013","journal-title":"European Journal of Psychology of Education"},{"issue":"4","key":"2025101606485364400_ref005","first-page":"471","article-title":"An introduction to gamification: adding game elements for engagement","volume":"34","author":"Brigham","year":"2015","journal-title":"Medical Reference Services Quarterly"},{"issue":"5","key":"2025101606485364400_ref006","first-page":"479","article-title":"The relationship of emotions and burnout to medical students\u2019 academic performance","volume":"31","author":"Burr","year":"2019","journal-title":"Teaching and Learning in Medicine"},{"key":"2025101606485364400_ref007","first-page":"123","volume-title":"Beyond Boredom and Anxiety: experiencing Flow in Work and Play","author":"Csikszentmihalyi","year":"1975"},{"issue":"3","key":"2025101606485364400_ref008","first-page":"83","article-title":"Gamification equilibrium: the fulcrum for balanced intrinsic motivation and extrinsic rewards in learning systems","volume":"10","author":"Dah","year":"2023","journal-title":"International Journal of Serious Games"},{"key":"2025101606485364400_ref009","first-page":"81","article-title":"A playful mobile digital environment to tackle school burnout using micro learning, persuasion and gamification","author":"De Troyer","year":"2019"},{"key":"2025101606485364400_ref010","first-page":"1","article-title":"Students\u2019 learning performance in a gamified and self-determined learning environment","author":"Denden","year":"2020"},{"key":"2025101606485364400_ref011","first-page":"9","article-title":"From game design elements to gamefulness: defining \u2018gamification","author":"Deterding","year":"2011"},{"issue":"2","key":"2025101606485364400_ref012","first-page":"200","article-title":"Hook vs. hope: how to enhance customer engagement through gamification","volume":"36","author":"Eisingerich","year":"2019","journal-title":"International Journal of Research in Marketing"},{"issue":"1","key":"2025101606485364400_ref013","first-page":"98","article-title":"Gameful experience in gamification: construction and validation of a gameful experience scale [GAMEX]","volume":"43","author":"Eppmann","year":"2018","journal-title":"Journal of Interactive Marketing"},{"issue":"1","key":"2025101606485364400_ref014","first-page":"35","article-title":"Explicating affordances: a conceptual framework for understanding affordances in communication research","volume":"22","author":"Evans","year":"2017","journal-title":"Journal of Computer-Mediated Communication"},{"key":"2025101606485364400_ref015","first-page":"102229","article-title":"Can gamification increase consumers\u2019 engagement in fitness apps? The moderating role of commensurability of the game elements","volume":"57","author":"Feng","year":"2020","journal-title":"Journal of Retailing and Consumer Services"},{"issue":"22","key":"2025101606485364400_ref016","first-page":"8403","article-title":"Psychological capital and burnout in teachers: the mediating role of flourishing","volume":"17","author":"Freire","year":"2020","journal-title":"International Journal of Environmental Research and Public Health"},{"issue":"1","key":"2025101606485364400_ref017","first-page":"159","article-title":"Staff burn-out","volume":"30","author":"Freudenberger","year":"1974","journal-title":"Journal of Social Issues"},{"key":"2025101606485364400_ref018","first-page":"667","article-title":"Education for sustainable development through business simulation games: an exploratory study of sustainability gamification and its effects on students\u2019 learning outcomes","volume":"207","author":"Gatti","year":"2019","journal-title":"Journal of Cleaner Production"},{"key":"2025101606485364400_ref019","first-page":"776839","article-title":"Psychological capital profiles and their relationship with internal learning in teams of undergraduate students","volume":"13","author":"Geremias","year":"2022","journal-title":"Frontiers in Psychology"},{"key":"2025101606485364400_ref020","first-page":"121","volume-title":"The Ecological Approach to Visual Perception","author":"Gibson","year":"1979"},{"issue":"2","key":"2025101606485364400_ref021","first-page":"255","article-title":"Special issue on cognitive load theory: editorial","volume":"31","author":"Ginns","year":"2019","journal-title":"Educational Psychology Review"},{"key":"2025101606485364400_ref022","first-page":"2707","article-title":"The influence of emotional intelligence on job burnout and job performance: mediating effect of psychological capital","volume":"10","author":"Gong","year":"2019","journal-title":"Frontiers in Psychology"},{"issue":"2","key":"2025101606485364400_ref023","first-page":"380","article-title":"Prevention is better than cure: challenges in engaging employees through gamification","volume":"43","author":"Gupta","year":"2022","journal-title":"International Journal of Manpower"},{"key":"2025101606485364400_ref024","first-page":"150","article-title":"Do girls take school too seriously? Investigating gender differences in school burnout from a self-worth perspective","volume":"69","author":"Herrmann","year":"2019","journal-title":"Learning and Individual Differences"},{"issue":"26","key":"2025101606485364400_ref025","first-page":"6","article-title":"Gameful experiences: the not so painful road to gainful behavior","volume":"2019","author":"H\u00f6gberg","year":"2019","journal-title":"Karlstad University Studies"},{"issue":"3","key":"2025101606485364400_ref026","first-page":"619","article-title":"Gameful experience questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use","volume":"29","author":"H\u00f6gberg","year":"2019","journal-title":"User Modeling and User-Adapted Interaction"},{"issue":"3","key":"2025101606485364400_ref027","first-page":"496","article-title":"Education and capital development: capital as durable personal, social, economic and political influences on the happiness of individuals","volume":"123","author":"Hosen","year":"2003","journal-title":"Education"},{"issue":"3","key":"2025101606485364400_ref028","first-page":"975","article-title":"Examining the mediating roles of cognitive load and performance outcomes in user satisfaction with a website","volume":"41","author":"Hu","year":"2017","journal-title":"MIS Quarterly"},{"key":"2025101606485364400_ref029","first-page":"104910","article-title":"Examining the relationship between peer feedback classified by deep learning and online learning burnout","volume":"207","author":"Huang","year":"2023","journal-title":"Computers and Education"},{"issue":"1","key":"2025101606485364400_ref030","first-page":"21","article-title":"A definition for gamification: anchoring gamification in the service marketing literature","volume":"27","author":"Huotari","year":"2017","journal-title":"Electronic Markets"},{"issue":"2","key":"2025101606485364400_ref031","first-page":"193","article-title":"Mediating effect of resilience between post-traumatic stress and emotional exhaustion in nurses during the COVID-19 pandemic","volume":"28","author":"Jeong","year":"2022","journal-title":"The Journal of Korean Academic Society of Nursing Education"},{"issue":"2","key":"2025101606485364400_ref032","first-page":"535","article-title":"Digital gamification and knowledge consolidation: revealing changes in the psychoemotional state of university students taking into account cognitive load","volume":"68","author":"Krezhevskikh","year":"2024","journal-title":"Perspectives of Science and Education"},{"key":"2025101606485364400_ref033","first-page":"81","article-title":"Defining gameful experience as a psychological state caused by gameplay: replacing the term \u2018gamefulness\u2019 with three distinct constructs","volume":"127","author":"Landers","year":"2019","journal-title":"International Journal of Human-Computer Studies"},{"issue":"1","key":"2025101606485364400_ref034","first-page":"82","article-title":"The boundaries of gamification for engaging customers: effects of losing a contest in online co-creation communities","volume":"44","author":"Leclercq","year":"2018","journal-title":"Journal of Interactive Marketing"},{"issue":"4","key":"2025101606485364400_ref035","first-page":"1058","article-title":"Development of an instrument for measuring different types of cognitive load","volume":"45","author":"Leppink","year":"2013","journal-title":"Behavior Research Methods"},{"key":"2025101606485364400_ref036","volume-title":"Handbook of Adolescent Psychology: Individual Bases of Adolescent Development","author":"Lerner","year":"2009","edition":"3rd ed."},{"issue":"1","key":"2025101606485364400_ref037","first-page":"27","article-title":"Could gamification designs enhance online learning through personalization? Lessons from a field experiment","volume":"34","author":"Leung","year":"2023","journal-title":"Information Systems Research"},{"key":"2025101606485364400_ref038","first-page":"103761","article-title":"Understanding how customer social capital accumulates in brand communities: a gamification affordance perspective","volume":"78","author":"Li","year":"2024","journal-title":"Journal of Retailing and Consumer Services"},{"issue":"3","key":"2025101606485364400_ref039","first-page":"e0173403","article-title":"Does gamification increase engagement with online programs? A systematic review","volume":"12","author":"Looyestyn","year":"2017","journal-title":"Plos One"},{"issue":"2","key":"2025101606485364400_ref040","first-page":"143","article-title":"Human, social, and now positive psychological capital management: investing in people for competitive advantage","volume":"33","author":"Luthans","year":"2004","journal-title":"Organizational Dynamics"},{"issue":"3","key":"2025101606485364400_ref041","first-page":"541","article-title":"Positive psychological capital: measurement and relationship with performance and satisfaction","volume":"60","author":"Luthans","year":"2007","journal-title":"Personnel Psychology"},{"issue":"2","key":"2025101606485364400_ref042","first-page":"387","article-title":"Does burnout affect academic achievement? A meta-analysis of over 100,000 students","volume":"33","author":"Madigan","year":"2021","journal-title":"Educational Psychology Review"},{"key":"2025101606485364400_ref043","volume-title":"Maslach Burnout Inventory Manual","author":"Maslach","year":"1996","edition":"3rd ed."},{"key":"2025101606485364400_ref01900","volume-title":"Maslach Burnout Inventory","author":"Maslach","year":"1997"},{"issue":"1","key":"2025101606485364400_ref044","first-page":"26","article-title":"A meta-analysis of measurement error in online surveys: impact of design features on data quality","volume":"80","author":"Mavletova","year":"2016","journal-title":"Public Opinion Quarterly"},{"issue":"7","key":"2025101606485364400_ref045","first-page":"710","article-title":"Social support and resilience are protective factors against COVID-19 pandemic burnout and job burnout among nurses","volume":"12","author":"Moisoglou","year":"2024","journal-title":"Healthcare"},{"issue":"S1","key":"2025101606485364400_ref046","first-page":"S120","article-title":"Psychological capital: a review and synthesis","volume":"35","author":"Newman","year":"2014","journal-title":"Journal of Organizational Behavior"},{"issue":"4","key":"2025101606485364400_ref047","first-page":"351","article-title":"Instructional control of cognitive load in the training of complex cognitive tasks","volume":"6","author":"Paas","year":"1994","journal-title":"Educational Psychology Review"},{"issue":"8","key":"2025101606485364400_ref048","first-page":"4267","article-title":"Is sustainable online learning possible with gamification? The effect of gamified online learning on student learning","volume":"13","author":"Park","year":"2021","journal-title":"Sustainability"},{"issue":"3","key":"2025101606485364400_ref049","first-page":"319","article-title":"Family incivility and burnout: a moderated mediation model of life satisfaction and psychological capital","volume":"10","author":"Paul","year":"2022","journal-title":"Evidence-Based HRM: a Global Forum for Empirical Scholarship"},{"key":"2025101606485364400_ref050","unstructured":"Pines, A. and Kafry, D. (1980), \u201cTedium in college\u201d, Paper presented at the Western Psychological Association Meeting, Honolulu, HI, ERIC Document Reproduction Service No. ED192210."},{"key":"2025101606485364400_ref051","volume-title":"Burnout: From Tedium to Personal Growth","author":"Pines","year":"1981"},{"key":"2025101606485364400_ref052","first-page":"103701","article-title":"Challenges in the online component of blended learning: a systematic review","volume":"144","author":"Rasheed","year":"2020","journal-title":"Computers and Education"},{"issue":"23","key":"2025101606485364400_ref053","first-page":"20157","article-title":"Occupational stress and psychological wellbeing during COVID-19: mediating role of positive psychological capital","volume":"42","author":"Ravikumar","year":"2023","journal-title":"Current Psychology"},{"issue":"2","key":"2025101606485364400_ref054","first-page":"63","article-title":"Analysing the impact of positive psychological capital on study engagement among students in higher education institutions","volume":"18","author":"Rawat","year":"2023","journal-title":"Journal of Mountain Research"},{"key":"2025101606485364400_ref055","first-page":"545","article-title":"Linking burnout to psychological well-being: the mediating role of social support and learning motivation","volume":"13","author":"Rehman","year":"2020","journal-title":"Psychology Research and Behavior Management"},{"issue":"12","key":"2025101606485364400_ref056","first-page":"989","article-title":"Avoiding academic burnout: academic factors that enhance university student engagement","volume":"13","author":"Reyes-de-C\u00f3zar","year":"2023","journal-title":"Behavioral Sciences"},{"issue":"1","key":"2025101606485364400_ref057","first-page":"139","article-title":"Gamification applications in e-learning: a literature review","volume":"27","author":"Saleem","year":"2022","journal-title":"Technology, Knowledge and Learning"},{"issue":"7","key":"2025101606485364400_ref058","first-page":"1432","article-title":"Learning goal orientation and psychological capital among students: a pathway to academic satisfaction and performance","volume":"58","author":"S\u00e1nchez-Cardona","year":"2021","journal-title":"Psychology in the Schools"},{"issue":"5","key":"2025101606485364400_ref059","first-page":"464","article-title":"Burnout and engagement in university students: a cross-national study","volume":"33","author":"Schaufeli","year":"2002","journal-title":"Journal of Cross-Cultural Psychology"},{"issue":"2","key":"2025101606485364400_ref060","first-page":"145","article-title":"Lifelong learning and online education: the unique motivational profiles of older adults","volume":"48","author":"Schmidt","year":"2022","journal-title":"Educational Gerontology"},{"issue":"1","key":"2025101606485364400_ref061","first-page":"31","article-title":"Semi-longitudinal research on changes in seniors\u2019 motivation for education in the context of third age universities","volume":"13","author":"\u0160koda","year":"2023","journal-title":"Lifelong Learning"},{"issue":"1","key":"2025101606485364400_ref01800","doi-asserted-by":"publisher","first-page":"171","DOI":"10.1007\/s10648-021-09624-7","article-title":"Understanding cognitive load in digital and online learning: a new perspective on extraneous cognitive load","volume":"34","author":"Skulmowski","year":"2022","journal-title":"Educational Psychology Review"},{"key":"2025101606485364400_ref062","first-page":"1","article-title":"Augmented reality for teaching and learning\u2014a literature review on theoretical and empirical foundations","author":"Sommerauer","year":"2018"},{"issue":"2","key":"2025101606485364400_ref063","first-page":"165","article-title":"Boosting student\u2019s motivation through gamification in physical education","volume":"13","author":"Sotos-Mart\u00ednez","year":"2023","journal-title":"Behavioral Sciences"},{"issue":"1","key":"2025101606485364400_ref064","first-page":"268","article-title":"Gamification in the workplace: the central role of the aesthetic experience","volume":"34","author":"Suh","year":"2017","journal-title":"Journal of Management Information Systems"},{"issue":"1","key":"2025101606485364400_ref065","first-page":"1","article-title":"Cognitive load theory and educational technology","volume":"68","author":"Sweller","year":"2020","journal-title":"Educational Technology Research and Development"},{"issue":"1","key":"2025101606485364400_ref066","first-page":"429","article-title":"The effects of online education on academic success: a meta-analysis study","volume":"27","author":"Ulum","year":"2022","journal-title":"Education and Information Technologies"},{"issue":"6","key":"2025101606485364400_ref067","first-page":"2246","article-title":"Psychological capital protects social workers from burnout and secondary traumatic stress","volume":"12","author":"V\u00eerg\u0103","year":"2020","journal-title":"Sustainability"},{"issue":"8","key":"2025101606485364400_ref068","article-title":"Examining the effect of the task-technology fit of game mechanisms on learning outcomes in online gamification platforms","volume":"61","author":"Wang","year":"2024","journal-title":"Journal of Educational Computing Research"},{"key":"2025101606485364400_ref069","first-page":"106208","article-title":"Technostress in university students\u2019 technology-enhanced learning: an investigation from multidimensional person-environment misfit","volume":"105","author":"Wang","year":"2020","journal-title":"Computers in Human Behavior"},{"key":"2025101606485364400_ref070","first-page":"104938","article-title":"The mediating effect of academic engagement between psychological capital and academic burnout among nursing students during the COVID-19 pandemic: a cross-sectional study","volume":"102","author":"Wang","year":"2021","journal-title":"Nurse Education Today"},{"key":"2025101606485364400_ref071","first-page":"97","article-title":"Gamification: predicting the effectiveness of variety game design elements to intrinsically motivate users\u2019 energy conservation behaviour","volume":"233","author":"Wee","year":"2019","journal-title":"Journal of Environmental Management"},{"key":"2025101606485364400_ref072","first-page":"102305","article-title":"Go with the flow\u2019 for gamification and sustainability marketing","volume":"61","author":"Whittaker","year":"2021","journal-title":"International Journal of Information Management"},{"key":"2025101606485364400_ref073","first-page":"210","article-title":"Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction","volume":"46","author":"Xi","year":"2019","journal-title":"International Journal of Information Management"},{"key":"2025101606485364400_ref074","first-page":"103956","article-title":"Effects of teacher role on student engagement in WeChat-based online discussion learning","volume":"157","author":"Xu","year":"2020","journal-title":"Computers and Education"},{"issue":"7","key":"2025101606485364400_ref075","first-page":"225","article-title":"Research on the mechanism of influence of game competition mode on online learning performance","volume":"12","author":"Xu","year":"2022","journal-title":"Behavioral Sciences"},{"key":"2025101606485364400_ref076","first-page":"102477","article-title":"How gamification drives consumer citizenship behaviour: the role of perceived gamification affordances","volume":"64","author":"Xu","year":"2022","journal-title":"International Journal of Information Management"},{"issue":"4","key":"2025101606485364400_ref077","first-page":"4055","article-title":"Can gamification enhance online learning? Evidence from a meta-analysis","volume":"29","author":"Yu","year":"2024","journal-title":"Education and Information Technologies"},{"issue":"5","key":"2025101606485364400_ref078","first-page":"3481","article-title":"Conceptual design model of engaging gamification mechanic for online courses","volume":"13","author":"Yusoff","year":"2024","journal-title":"Bulletin of Electrical Engineering and Informatics"},{"key":"2025101606485364400_ref079","first-page":"113941","article-title":"How to improve user engagement and retention in mobile payment: a gamification affordance perspective","volume":"168","author":"Zhang","year":"2023","journal-title":"Decision Support Systems"},{"key":"2025101606485364400_ref080","first-page":"102228","article-title":"Unpacking the effect of gamified virtual CSR cocreated on users\u2019 pro-environmental behavior: a holistic view of gamification affordance","volume":"73","author":"Zhou","year":"2023","journal-title":"Technology in Society"},{"issue":"2","key":"2025101606485364400_ref081","first-page":"101","article-title":"Using a digital game for training desirable behavior in cognitive\u2013behavioral therapy of burnout syndrome: a controlled study","volume":"18","author":"Zielhorst","year":"2015","journal-title":"Cyberpsychology, Behavior, and Social Networking"},{"key":"2025101606485364400_ref082","volume-title":"Maslach Burnout Inventory Manual","author":"Maslach","year":"1981","edition":"1st ed."}],"container-title":["Interactive Technology and Smart Education"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.emerald.com\/insight\/content\/doi\/10.1108\/ITSE-09-2024-0222\/full\/xml","content-type":"application\/xml","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/www.emerald.com\/itse\/article-pdf\/22\/4\/723\/10360128\/itse-09-2024-0222en.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"syndication"},{"URL":"https:\/\/www.emerald.com\/itse\/article-pdf\/22\/4\/723\/10360128\/itse-09-2024-0222en.pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,10,16]],"date-time":"2025-10-16T10:50:09Z","timestamp":1760611809000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.emerald.com\/itse\/article\/22\/4\/723\/1251493\/How-gamification-affordances-reduce-academic"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2025,4,11]]},"references-count":84,"journal-issue":{"issue":"4","published-print":{"date-parts":[[2025,10,20]]}},"URL":"https:\/\/doi.org\/10.1108\/itse-09-2024-0222","relation":{},"ISSN":["1741-5659","1758-8510"],"issn-type":[{"value":"1741-5659","type":"print"},{"value":"1758-8510","type":"electronic"}],"subject":[],"published":{"date-parts":[[2025,4,11]]}}}