Gamification and serious games: A literature meta-analysis and integrative model

Author:

Baptista GonçaloORCID,Oliveira TiagoORCID

Publisher

Elsevier BV

Subject

General Psychology,Human-Computer Interaction,Arts and Humanities (miscellaneous)

Reference115 articles.

1. The theory of planned behavior;Ajzen;Organizational Behavior and Human Decision Processes,1991

2. Expense control: A gamified, semi-automated, crowd-based approach for receipt capturing;Altmeyer,2016

3. Sample-size planning for more accurate statistical power: A method adjusting sample effect sizes for publication bias and uncertainty;Anderson;Psychological Science,2017

4. How do presence, flow, and character identification affect players' empathy and interest in learning from a serious computer game?;Bachen;Computers in Human Behavior,2016

5. Exploring how individual traits influence enjoyment in a mobile learning game;Baek;Computers in Human Behavior,2016

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