References
[1]. Prince, M. (2013). Game on: Can gamification enhance productivity? Journal of Organizational Behavior, 34(1), 1–10. https: //pmc.ncbi.nlm.nih.gov/articles/PMC10905147
[2]. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9–15).
[3]. Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
[4]. Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., & Maher, C. (2017). Does gamification increase engagement with online programs? A systematic review. PLoS ONE, 12(3), e0173403. https: //doi.org/10.1371/journal.pone.0173403
[5]. Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627–668. https: //doi.org/10.1037/0033-2909.125.6.627
[6]. Lepper, M. R., Greene, D., & Nisbett, R. E. (1973). Undermining children's intrinsic interest with extrinsic reward: A test of the "overjustification" hypothesis. Journal of Personality and Social Psychology, 28(1), 129–137. https: //doi.org/10.1037/h0035519: contentReference [oaicite: 28]{index=28}
[7]. Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https: //doi.org/10.1016/j.chb.2016.12.033
[8]. Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https: //doi.org/10.1016/j.chb.2015.08.048
[9]. Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392. https: //doi.org/10.1016/j.compedu.2012.12.020, https: //doi.org/10.1145/2181037.2181040
[10]. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row. Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.
[11]. Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https: //doi.org/10.1016/j.ijhcs.2014.09.006, https: //doi.org/10.1207/S15327965PLI1104_01
[12]. Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. https: //doi.org/10.1016/j.compedu.2014.08.019
[13]. King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8(1), 90–106. https: //doi.org/10.1007/s11469-009-9206-4