Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (Englisch)
- Neue Suche nach: Mekler, Elisa D
- Neue Suche nach: Mekler, Elisa D
- Neue Suche nach: Bruhlmann, Florian
- Neue Suche nach: Tuch, Alexandre N
- Neue Suche nach: Opwis, Klaus
In:
Computers in human behavior
;
71
; 525
;
2017
-
ISSN:
- Aufsatz (Zeitschrift) / Print
-
Titel:Towards understanding the effects of individual gamification elements on intrinsic motivation and performance
-
Beteiligte:
-
Erschienen in:Computers in human behavior ; 71 ; 525
-
Verlag:
- Neue Suche nach: Elsevier
-
Erscheinungsort:Amsterdam [u.a.]
-
Erscheinungsdatum:2017
-
ISSN:
-
ZDBID:
-
DOI:
-
Medientyp:Aufsatz (Zeitschrift)
-
Format:Print
-
Sprache:Englisch
- Neue Suche nach: 77.00 / 70.00
- Weitere Informationen zu Basisklassifikation
- Neue Suche nach: 770/1410/1915/3155
-
Schlagwörter:
-
Klassifikation:
BKL: 77.00 / 70.00 Lokalklassifikation TIB: 770/1410/1915/3155 -
Datenquelle:
Inhaltsverzeichnis – Band 71
Zeige alle Jahrgänge und Ausgaben
Die Inhaltsverzeichnisse werden automatisch erzeugt und basieren auf den im Index des TIB-Portals verfügbaren Einzelnachweisen der enthaltenen Beiträge. Die Anzeige der Inhaltsverzeichnisse kann daher unvollständig oder lückenhaft sein.
- 1
-
Lying or longing for likes? Narcissism, peer belonging, loneliness and normative versus deceptive like-seeking on Instagram in emerging adulthoodDumas, Tara M et al. | 2017
- 11
-
Internet gaming disorder: Social phobia and identifying with your virtual selfSioni, Sasha R et al. | 2017
- 16
-
Educational Robotics intervention on Executive Functions in preschool children: A pilot studyDi Lieto, Maria Chiara et al. | 2017
- 24
-
Passive Facebook use, Facebook addiction, and associations with escapism: An experimental vignette studyYoung, Nicola L et al. | 2017
- 32
-
Experiencing motivational conflict on social media in a crisis situation: The case of the Chick-fil-A same-sex marriage controversyKim, Kyongseok et al. | 2017
- 42
-
A quantitative method for evaluating the complexity of implementing and performing game features in physically-interactive gamified applicationsLopez, Christian E et al. | 2017
- 59
-
Why do people buy virtual goods: A meta-analysisHamari, Juho et al. | 2017
- 70
-
Online trolling: The case of Madeleine McCannSynnott, John et al. | 2017
- 79
-
Instructor presence in instructional video: Effects on visual attention, recall, and perceived learningWang, Jiahui et al. | 2017
- 90
-
Tracing female gamer identity. An empirical study into gender and stereotype threat perceptionsVermeulen, Lotte et al. | 2017
- 99
-
When do consumers buy the company? Perceptions of interactivity in company-consumer interactions on social networking sitesVendemia, Megan A et al. | 2017
- 110
-
Self-endorsing in digital advertisements: Using virtual selves to persuade physical selvesAhn, Sun Joo (Grace) et al. | 2017
- 122
-
The impact of recommendations and warnings on the quality evaluation of health websites: An online experimentDiviani, Nicola et al. | 2017
- 130
-
Emotional support during times of stress: Can text messaging compete with in-person interactions?Holtzman, Susan et al. | 2017
- 140
-
Insecure attachments: Attachment, emotional regulation, sexting and condomless sex among women in relationshipsTrub, Leora et al. | 2017
- 148
-
Is gambling involvement a confounding variable for the relationship between Internet gambling and gambling problem severity?Baggio, Stéphanie et al. | 2017
- 153
-
Modelling and testing consumer trust dimensions in e-commerceOliveira, Tiago et al. | 2017
- 165
-
Emotional intelligence and communication levels in information technology professionalsHendon, Michalina et al. | 2017
- 172
-
Survey method matters: Online/offline questionnaires and face-to-face or telephone interviews differZhang, XiaoChi et al. | 2017
- 181
-
Nasty online comments anger you more than me, but nice ones make me as happy as youChen, Gina Masullo et al. | 2017
- 189
-
Parental mediation, cyberbullying, and cybertrolling: The role of genderWright, Michelle F et al. | 2017
- 196
-
Understanding factors influencing information communication technology adoption behavior: The moderators of information literacy and digital skillsYu, Tai-Kuei et al. | 2017
- 209
-
Explaining the adoption of social networks sites for sharing user-generated content: A revision of the UTAUT2Herrero, Ángel et al. | 2017
- 218
-
Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richnessChang, Chi-Cheng et al. | 2017
- 228
-
Mobile attachment: Separation from the mobile phone induces physiological and behavioural stress and attentional bias to separation-related stimuliKonok, Veronika et al. | 2017
- 240
-
Static and interactive infographics in daily tasks: A value-in-use and quality of interaction user studyLocoro, Angela et al. | 2017
- 258
-
How real and model visuals affect the test performance of elementary studentsFırat, Mehmet et al. | 2017
- 266
-
A latent class analysis on adolescents media use and associations with health related quality of lifeFoerster, Milena et al. | 2017
- 275
-
Self-disclosure and liking in computer-mediated communicationKashian, Nicole et al. | 2017
- 284
-
The role of online social network chatting for alcohol use in adolescence: Testing three peer-related pathways in a Swedish population-based sampleLarm, Peter et al. | 2017
- 291
-
Intrusion of software robots into journalism: The public's and journalists' perceptions of news written by algorithms and human journalistsJung, Jaemin et al. | 2017
- 299
-
Qualitative approach to determine user experience of e-government servicesKumar, Rajiv et al. | 2017
- 307
-
Pathological personality traits assessment using Facebook: Systematic review and meta-analysesCarvalho, Lucas de Francisco et al. | 2017
- 318
-
Internet use and civic engagement: A structural equation approachPurdy, Simon J et al. | 2017
- 327
-
Supporting collaborative design activity in a multi-user digital design ecologyMartinez-Maldonado, Roberto et al. | 2017
- 343
-
Forecasting managerial turnover through e-mail based social network analysisGloor, Peter A et al. | 2017
- 353
-
Moving toward a theory: Testing an integrated model of cyberbullying perpetration, aggression, social skills, and Internet self-efficacySavage, Matthew W et al. | 2017
- 362
-
The influence of empathy and self-presentation on engagement with social networking website postsMayshak, Richelle et al. | 2017
- 378
-
Why do faculty members use or not use social networking sites for education?Akçayır, Gökçe et al. | 2017
- 386
-
Texting's consequences for romantic relationships: A cross-lagged analysis highlights its risksHalpern, Daniel et al. | 2017
- 395
-
Parent ICT Use, Social Capital, and Parenting EfficacyJang, Juyoung et al. | 2017
- 402
-
Social presence in relation to students' satisfaction and learning in the online environment: A meta-analysisRichardson, Jennifer C et al. | 2017
- 418
-
The impact of self-regulatory states and traits on Facebook use: Priming materialism and social comparisonsOzimek, Phillip et al. | 2017
- 428
-
Playing with power: Power poses affect enjoyment, presence, controller responsiveness, and arousal when playing natural motion-controlled video gamesPeña, Jorge et al. | 2017
- 436
-
Playing to beat the blues: Linguistic agency and message causality effects on use of mental health games applicationKhan, Subuhi / Peña, Jorge et al. | 2017
- 444
-
Examining cyberbullying across the lifespanBarlett, Christopher P et al. | 2017
- 450
-
The maturing of gamification researchNacke, Lennart E et al. | 2017
- 455
-
Designing interactive systems through a game lens: An ethnographic approachRapp, Amon et al. | 2015
- 469
-
Do badges increase user activity? A field experiment on the effects of gamificationHamari, Juho et al. | 2015
- 479
-
FroggyBobby: An exergame to support children with motor problems practicing motor coordination exercises during therapeutic interventionsCaro, Karina et al. | 2015
- 499
-
Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness ModelLanders, Richard N et al. | 2017
- 508
-
Gamification of task performance with leaderboards: A goal setting experimentLanders, Richard N et al. | 2015
- 516
-
The need to achieve: Players' perceptions and uses of extrinsic meta-game reward systems for video game consolesCruz, Carlos et al. | 2017
- 525
-
Towards understanding the effects of individual gamification elements on intrinsic motivation and performanceMekler, Elisa D et al. | 2017
- 535
-
An inclusive design approach for developing video games for children with Autism Spectrum DisorderMalinverni, Laura et al. | 2017
- 550
-
Studying student differentiation in gamified education: A long-term studyBarata, Gabriel et al. | 2016
- 586
-
Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experienceFitz-Walter, Zachary et al. | 2017
-
Editorial Board / Publication information| 2017