1. Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011). Gamification. Using game-design elements in non-gaming contexts. In Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems, CHI EA’11 (Vol. 2, pp. 2425–2428). ACM.
2. Korn, O., & Tietz, S. (2017). Strategies for playful design when gamifying rehabilitation: A study on user experience. In Proceedings of the 10th International Conference on PErvasive Technologies Related to Assistive Environments, PETRA’17 (pp. 209–214). ACM.
3. Eisner, S. P. (2005). Managing Generation Y. SAM Advanced Management Journal.
4. Tulgan, B. (2013). Meet Generation Z: The second generation within the giant “millennial” cohort. Rainmaker Thinking.
5. Castellani, S., Hanrahan, B., & Colombino, T. (2013). Game mechanics in support of production environments. In CHI’13 Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems, Workshop on Gamification. ACM.