1 |
Fluss, Donna. "Grow Motication Through Gamification", Customer Relationship Management. p.1, 2015.
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2 |
Gamification hype cycle derived from Gartnergroup, http://www.centrodeinnovacionbbva.com/en/innovation-edge/gamification/fun-way-engage
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3 |
Jeon, Jongsu, "Game addiction and game shutdown", Communicationbooks, pp.5-24, 2012.
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4 |
Salen, Kaite., Zimmerman, Eric. "Rules of play: Game design fundamentals", MIT press, pp.72-83, 2004.
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5 |
Malone, Thomas W., "Toward a theory of intrinsically motivating instruction", Cognitive science 5.4, pp.333-369, 1981.
DOI
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6 |
Caponetto, I., Earp, J., & Ott, M. "Gamification and education: A literature review", In ECGBL 2014: Eighth European Conference on Games Based Learning, pp.50-57, 2014.
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7 |
Brophy, J. E. "Motivating students to learn", Routledge, pp.12-17, 2013.
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8 |
Trybus, Jessica. "Game-based learning: What it is, why it works, and where it's going", NMI White Papers. Retrieved June 24th, 2012.
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9 |
Kim, Jeongtae. "Gamification: Play the World", Hongreung Science, pp.160-162, 2014.
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10 |
Learning Curve Report, http://thelearningcurve.pearson.com/index/index-ranking
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11 |
Kapp, K. M. "The gamification of learning and instruction: game-based methods and strategies for training and education", John Wiley & Sons, pp.44-47, 2012.
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12 |
Lepper, Mark R. "Motivational considerations in the study of instruction", Cognition and instruction 5.4, pp.289-309, 1988.
DOI
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13 |
Howard-Jones, P. A., & Demetriou, S. "Uncertainty and engagement with learning games", Instructional Science, 37(6), pp.519-536, 2009.
DOI
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14 |
Richard Dawkins - The Selfish Gene derived from The Royal Institution, http://www.youtube.com/watch?v=j9p2F2oa0_k
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15 |
Dawkins, Richard. "The selfish gene", Oxford university press, pp.330-349, 2016.
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16 |
Blackmore, Susan. "Imitation and the definition of a meme." Journal of Memetics-Evolutionary Models of Information Transmission 2.11, pp.159-170, 1998.
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17 |
Zichermann, G., & Cunningham, C. "Gamification by design: Implementing game mechanics in web and mobile apps", O'Reilly Media, Inc, p.55-76, 2011.
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18 |
Schunk, Dale H., Judith R. Meece, and Paul R. Pintrich. "Motivation in education: Theory, research, and applications", Pearson Higher Ed, pp.218-221, 397-429, 2012.
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19 |
Isbister, K. "How games move us: Emotion by design", MIT Press, pp.12-28, 2016.
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20 |
Csikszentmihalyi, M. "Finding flow: The psychology of engagement with everyday life", Basic Books, pp.36-49, 1997.
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21 |
Choi, Hyunseok., Lee, Hyunkyung., & Ha, Jeongcheol. "The influence of smartphone addiction on mental health, campus life and personal relations", Journal of the Korean Data and Information Science Society, pp.1005-1015, 2012.
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22 |
Deci, Edward L., Richard Koestner, and Richard M. Ryan. "A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation", Psychological Bulletic, 125, pp.627-628, 1999.
DOI
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23 |
Blackmore, Susan. "The meme machine", Vol. 25. Oxford Paperbacks, pp.50-71, 2000.
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