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You searched for subject:(Gamification). Showing records 1 – 30 of 469 total matches.

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Ryerson University

1. Encheva, Lyuba. Gamification: the magic circle of technology.

Degree: 2017, Ryerson University

 In recent years gamification has emerged as a design trend in customer relationship management, marketing, education and governance. It promotes the use of game design… (more)

Subjects/Keywords: Gamification  – Social aspects.; Gamification.; Gamification  – Political aspects.

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APA (6th Edition):

Encheva, L. (2017). Gamification: the magic circle of technology. (Thesis). Ryerson University. Retrieved from https://digital.library.ryerson.ca/islandora/object/RULA%3A6815

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Encheva, Lyuba. “Gamification: the magic circle of technology.” 2017. Thesis, Ryerson University. Accessed October 15, 2019. https://digital.library.ryerson.ca/islandora/object/RULA%3A6815.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Encheva, Lyuba. “Gamification: the magic circle of technology.” 2017. Web. 15 Oct 2019.

Vancouver:

Encheva L. Gamification: the magic circle of technology. [Internet] [Thesis]. Ryerson University; 2017. [cited 2019 Oct 15]. Available from: https://digital.library.ryerson.ca/islandora/object/RULA%3A6815.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Encheva L. Gamification: the magic circle of technology. [Thesis]. Ryerson University; 2017. Available from: https://digital.library.ryerson.ca/islandora/object/RULA%3A6815

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Linnaeus University

2. Wadström, Anna; Lidman, Anna. Game on : Att spela sig till nya höjder av motivation.

Degree: Organisation and Entrepreneurship, 2015, Linnaeus University

“Motivation is the desire within a person causing that person to act” (Mathis & Jackson, 2009, p. 24). Motivation is what makes people act. Lately… (more)

Subjects/Keywords: Motivation; Gamification

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Wadström, Anna; Lidman, A. (2015). Game on : Att spela sig till nya höjder av motivation. (Thesis). Linnaeus University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-43492

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Wadström, Anna; Lidman, Anna. “Game on : Att spela sig till nya höjder av motivation.” 2015. Thesis, Linnaeus University. Accessed October 15, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-43492.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Wadström, Anna; Lidman, Anna. “Game on : Att spela sig till nya höjder av motivation.” 2015. Web. 15 Oct 2019.

Vancouver:

Wadström, Anna; Lidman A. Game on : Att spela sig till nya höjder av motivation. [Internet] [Thesis]. Linnaeus University; 2015. [cited 2019 Oct 15]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-43492.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Wadström, Anna; Lidman A. Game on : Att spela sig till nya höjder av motivation. [Thesis]. Linnaeus University; 2015. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-43492

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

3. Drumpt, Thomas van. Gamification and its effects on environmental knowledge and behavior.

Degree: Ecotechnology and Sustainable Building Engineering, 2013, Mid Sweden University

  The world is faced with many different environmental challenges. These challenges will need to be addressed with a variety of different tools. The way… (more)

Subjects/Keywords: Gamification

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APA (6th Edition):

Drumpt, T. v. (2013). Gamification and its effects on environmental knowledge and behavior. (Thesis). Mid Sweden University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-20387

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Drumpt, Thomas van. “Gamification and its effects on environmental knowledge and behavior.” 2013. Thesis, Mid Sweden University. Accessed October 15, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-20387.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Drumpt, Thomas van. “Gamification and its effects on environmental knowledge and behavior.” 2013. Web. 15 Oct 2019.

Vancouver:

Drumpt Tv. Gamification and its effects on environmental knowledge and behavior. [Internet] [Thesis]. Mid Sweden University; 2013. [cited 2019 Oct 15]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-20387.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Drumpt Tv. Gamification and its effects on environmental knowledge and behavior. [Thesis]. Mid Sweden University; 2013. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-20387

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

4. Nedergård, David. Internal motivation in Gamification : An intervention study in an exercise context.

Degree: Informatics, 2016, Umeå University

  In this paper Gamification have been explored in the context of intrinsic and extrinsic motivations through an empirical intervention study. Gamification have got the… (more)

Subjects/Keywords: Gamification; Internal motivation

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Nedergård, D. (2016). Internal motivation in Gamification : An intervention study in an exercise context. (Thesis). Umeå University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122624

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Nedergård, David. “Internal motivation in Gamification : An intervention study in an exercise context.” 2016. Thesis, Umeå University. Accessed October 15, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122624.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Nedergård, David. “Internal motivation in Gamification : An intervention study in an exercise context.” 2016. Web. 15 Oct 2019.

Vancouver:

Nedergård D. Internal motivation in Gamification : An intervention study in an exercise context. [Internet] [Thesis]. Umeå University; 2016. [cited 2019 Oct 15]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122624.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Nedergård D. Internal motivation in Gamification : An intervention study in an exercise context. [Thesis]. Umeå University; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122624

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

5. Lindberg, Dennis. GAMIFIED SYSTEMS FOR SECURITY AWARENESS : A literature analysis.

Degree: Informatics, 2016, University of Skövde

  Users have a rather low security awareness, this has led to ideas about creating a security awareness system. By using gamification, it may be… (more)

Subjects/Keywords: Gamification; Gamified; Security

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APA (6th Edition):

Lindberg, D. (2016). GAMIFIED SYSTEMS FOR SECURITY AWARENESS : A literature analysis. (Thesis). University of Skövde. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12645

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Lindberg, Dennis. “GAMIFIED SYSTEMS FOR SECURITY AWARENESS : A literature analysis.” 2016. Thesis, University of Skövde. Accessed October 15, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12645.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Lindberg, Dennis. “GAMIFIED SYSTEMS FOR SECURITY AWARENESS : A literature analysis.” 2016. Web. 15 Oct 2019.

Vancouver:

Lindberg D. GAMIFIED SYSTEMS FOR SECURITY AWARENESS : A literature analysis. [Internet] [Thesis]. University of Skövde; 2016. [cited 2019 Oct 15]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12645.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Lindberg D. GAMIFIED SYSTEMS FOR SECURITY AWARENESS : A literature analysis. [Thesis]. University of Skövde; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12645

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

6. Baylis, Craig. Player Vs Language: the Effect of Multiplayer in Gamified Language Learning Environments.

Degree: 2016, University of Massachusetts

  With the consistent popularity of and research regarding games and game play, the educational strategy now known as “gamification” has come more into focus.… (more)

Subjects/Keywords: Japanese; Language; Gamification

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Baylis, C. (2016). Player Vs Language: the Effect of Multiplayer in Gamified Language Learning Environments. (Thesis). University of Massachusetts. Retrieved from https://scholarworks.umass.edu/masters_theses_2/408

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Baylis, Craig. “Player Vs Language: the Effect of Multiplayer in Gamified Language Learning Environments.” 2016. Thesis, University of Massachusetts. Accessed October 15, 2019. https://scholarworks.umass.edu/masters_theses_2/408.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Baylis, Craig. “Player Vs Language: the Effect of Multiplayer in Gamified Language Learning Environments.” 2016. Web. 15 Oct 2019.

Vancouver:

Baylis C. Player Vs Language: the Effect of Multiplayer in Gamified Language Learning Environments. [Internet] [Thesis]. University of Massachusetts; 2016. [cited 2019 Oct 15]. Available from: https://scholarworks.umass.edu/masters_theses_2/408.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Baylis C. Player Vs Language: the Effect of Multiplayer in Gamified Language Learning Environments. [Thesis]. University of Massachusetts; 2016. Available from: https://scholarworks.umass.edu/masters_theses_2/408

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Southern California

7. Whittaker, Christina J. The gamification of corporate responsibility.

Degree: MA, Strategic Public Relations, 2015, University of Southern California

Gamification is an emerging field in the Corporate Responsibility (CR) industry, but in key areas where CR practices fall short including financial ROI measurement and… (more)

Subjects/Keywords: corporate responsibility; gamification

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APA (6th Edition):

Whittaker, C. J. (2015). The gamification of corporate responsibility. (Masters Thesis). University of Southern California. Retrieved from http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/567349/rec/6737

Chicago Manual of Style (16th Edition):

Whittaker, Christina J. “The gamification of corporate responsibility.” 2015. Masters Thesis, University of Southern California. Accessed October 15, 2019. http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/567349/rec/6737.

MLA Handbook (7th Edition):

Whittaker, Christina J. “The gamification of corporate responsibility.” 2015. Web. 15 Oct 2019.

Vancouver:

Whittaker CJ. The gamification of corporate responsibility. [Internet] [Masters thesis]. University of Southern California; 2015. [cited 2019 Oct 15]. Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/567349/rec/6737.

Council of Science Editors:

Whittaker CJ. The gamification of corporate responsibility. [Masters Thesis]. University of Southern California; 2015. Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/567349/rec/6737


Leiden University

8. Hooghiemstra, Dave. Gamification in Japan: a critical analysis.

Degree: 2017, Leiden University

 Recent years have marked the beginning of a new era for businesses to engage customers with their brand and products, using the internet as the… (more)

Subjects/Keywords: gamification; Japan; games; motivation; play

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APA (6th Edition):

Hooghiemstra, D. (2017). Gamification in Japan: a critical analysis. (Masters Thesis). Leiden University. Retrieved from http://hdl.handle.net/1887/45485

Chicago Manual of Style (16th Edition):

Hooghiemstra, Dave. “Gamification in Japan: a critical analysis.” 2017. Masters Thesis, Leiden University. Accessed October 15, 2019. http://hdl.handle.net/1887/45485.

MLA Handbook (7th Edition):

Hooghiemstra, Dave. “Gamification in Japan: a critical analysis.” 2017. Web. 15 Oct 2019.

Vancouver:

Hooghiemstra D. Gamification in Japan: a critical analysis. [Internet] [Masters thesis]. Leiden University; 2017. [cited 2019 Oct 15]. Available from: http://hdl.handle.net/1887/45485.

Council of Science Editors:

Hooghiemstra D. Gamification in Japan: a critical analysis. [Masters Thesis]. Leiden University; 2017. Available from: http://hdl.handle.net/1887/45485


University of Limerick

9. Exton, Geraldine. Gamification as a motivational tool for software systems, as illustrated in a second-language learning environment.

Degree: 2017, University of Limerick

peer-reviewed

The second file on this record contains files referenced in the Appendix of the thesis.

This thesis aims to formalise the relationship between game… (more)

Subjects/Keywords: gamification; design elements; systematic

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APA (6th Edition):

Exton, G. (2017). Gamification as a motivational tool for software systems, as illustrated in a second-language learning environment. (Thesis). University of Limerick. Retrieved from http://hdl.handle.net/10344/6521

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Exton, Geraldine. “Gamification as a motivational tool for software systems, as illustrated in a second-language learning environment.” 2017. Thesis, University of Limerick. Accessed October 15, 2019. http://hdl.handle.net/10344/6521.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Exton, Geraldine. “Gamification as a motivational tool for software systems, as illustrated in a second-language learning environment.” 2017. Web. 15 Oct 2019.

Vancouver:

Exton G. Gamification as a motivational tool for software systems, as illustrated in a second-language learning environment. [Internet] [Thesis]. University of Limerick; 2017. [cited 2019 Oct 15]. Available from: http://hdl.handle.net/10344/6521.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Exton G. Gamification as a motivational tool for software systems, as illustrated in a second-language learning environment. [Thesis]. University of Limerick; 2017. Available from: http://hdl.handle.net/10344/6521

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Alberta

10. Fairbairn, Shayna M. The Development and Implementation of a Gamified Stair Climbing Intervention at an Individual Level.

Degree: MA, Physical Education and Recreation, 2014, University of Alberta

 The addition of gamification in the health promotion field is an up and coming method that is being utilized to raise engagement and keep more… (more)

Subjects/Keywords: Fitbit; Stair Climbing; Gamification

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APA (6th Edition):

Fairbairn, S. M. (2014). The Development and Implementation of a Gamified Stair Climbing Intervention at an Individual Level. (Masters Thesis). University of Alberta. Retrieved from https://era.library.ualberta.ca/files/d217qp72m

Chicago Manual of Style (16th Edition):

Fairbairn, Shayna M. “The Development and Implementation of a Gamified Stair Climbing Intervention at an Individual Level.” 2014. Masters Thesis, University of Alberta. Accessed October 15, 2019. https://era.library.ualberta.ca/files/d217qp72m.

MLA Handbook (7th Edition):

Fairbairn, Shayna M. “The Development and Implementation of a Gamified Stair Climbing Intervention at an Individual Level.” 2014. Web. 15 Oct 2019.

Vancouver:

Fairbairn SM. The Development and Implementation of a Gamified Stair Climbing Intervention at an Individual Level. [Internet] [Masters thesis]. University of Alberta; 2014. [cited 2019 Oct 15]. Available from: https://era.library.ualberta.ca/files/d217qp72m.

Council of Science Editors:

Fairbairn SM. The Development and Implementation of a Gamified Stair Climbing Intervention at an Individual Level. [Masters Thesis]. University of Alberta; 2014. Available from: https://era.library.ualberta.ca/files/d217qp72m


Royal Roads University

11. Trimblett, Shelley. Gamification in nursing jurisprudence .

Degree: 2016, Royal Roads University

 A Licensed Practical Nurses (LPNs) understanding of regulation and standards of practice as it informs their practice, is vital to assuring public safety. The College… (more)

Subjects/Keywords: education; engagement; gamification; jurisprudence; regulation

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APA (6th Edition):

Trimblett, S. (2016). Gamification in nursing jurisprudence . (Thesis). Royal Roads University. Retrieved from http://hdl.handle.net/10170/920

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Trimblett, Shelley. “Gamification in nursing jurisprudence .” 2016. Thesis, Royal Roads University. Accessed October 15, 2019. http://hdl.handle.net/10170/920.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Trimblett, Shelley. “Gamification in nursing jurisprudence .” 2016. Web. 15 Oct 2019.

Vancouver:

Trimblett S. Gamification in nursing jurisprudence . [Internet] [Thesis]. Royal Roads University; 2016. [cited 2019 Oct 15]. Available from: http://hdl.handle.net/10170/920.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Trimblett S. Gamification in nursing jurisprudence . [Thesis]. Royal Roads University; 2016. Available from: http://hdl.handle.net/10170/920

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Leiden University

12. Weij, Merijn. Effects of different leaderboards in a casual gaming application in higher education.

Degree: 2017, Leiden University

Subjects/Keywords: leaderboard; gamification

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Weij, M. (2017). Effects of different leaderboards in a casual gaming application in higher education. (Masters Thesis). Leiden University. Retrieved from http://hdl.handle.net/1887/46661

Chicago Manual of Style (16th Edition):

Weij, Merijn. “Effects of different leaderboards in a casual gaming application in higher education.” 2017. Masters Thesis, Leiden University. Accessed October 15, 2019. http://hdl.handle.net/1887/46661.

MLA Handbook (7th Edition):

Weij, Merijn. “Effects of different leaderboards in a casual gaming application in higher education.” 2017. Web. 15 Oct 2019.

Vancouver:

Weij M. Effects of different leaderboards in a casual gaming application in higher education. [Internet] [Masters thesis]. Leiden University; 2017. [cited 2019 Oct 15]. Available from: http://hdl.handle.net/1887/46661.

Council of Science Editors:

Weij M. Effects of different leaderboards in a casual gaming application in higher education. [Masters Thesis]. Leiden University; 2017. Available from: http://hdl.handle.net/1887/46661

13. Counts, James. Teaching Kids Computational Thinking with Game Design Activities .

Degree: 2013, California State University – San Marcos

 Computational Thinking is an increasingly important problem solving tool in a variety of fields because it involves decomposing seemingly intractable problems into smaller, solvable problems,… (more)

Subjects/Keywords: Computer Science; Computational Thinking; Gamification

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APA (6th Edition):

Counts, J. (2013). Teaching Kids Computational Thinking with Game Design Activities . (Thesis). California State University – San Marcos. Retrieved from http://hdl.handle.net/10211.8/556

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Counts, James. “Teaching Kids Computational Thinking with Game Design Activities .” 2013. Thesis, California State University – San Marcos. Accessed October 15, 2019. http://hdl.handle.net/10211.8/556.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Counts, James. “Teaching Kids Computational Thinking with Game Design Activities .” 2013. Web. 15 Oct 2019.

Vancouver:

Counts J. Teaching Kids Computational Thinking with Game Design Activities . [Internet] [Thesis]. California State University – San Marcos; 2013. [cited 2019 Oct 15]. Available from: http://hdl.handle.net/10211.8/556.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Counts J. Teaching Kids Computational Thinking with Game Design Activities . [Thesis]. California State University – San Marcos; 2013. Available from: http://hdl.handle.net/10211.8/556

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Debrecen

14. Szabó, Viktória. Egy számítógépes játéksorozat marketingkommunikációja .

Degree: DE – TEK – Bölcsészettudományi Kar, 2013, University of Debrecen

 Szakdolgozatom témájául egy számítógépes játéksorozat marketingtechnológiáját, közösségivé válását választottam. A témát egy elismert számítógépes játékfejlesztő cégen, a BioWare Corporation-ön keresztül szeretném bemutatni. A cégen belül… (more)

Subjects/Keywords: marketing; számítógépes játék; gamification

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APA (6th Edition):

Szabó, V. (2013). Egy számítógépes játéksorozat marketingkommunikációja . (Thesis). University of Debrecen. Retrieved from http://hdl.handle.net/2437/164788

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Szabó, Viktória. “Egy számítógépes játéksorozat marketingkommunikációja .” 2013. Thesis, University of Debrecen. Accessed October 15, 2019. http://hdl.handle.net/2437/164788.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Szabó, Viktória. “Egy számítógépes játéksorozat marketingkommunikációja .” 2013. Web. 15 Oct 2019.

Vancouver:

Szabó V. Egy számítógépes játéksorozat marketingkommunikációja . [Internet] [Thesis]. University of Debrecen; 2013. [cited 2019 Oct 15]. Available from: http://hdl.handle.net/2437/164788.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Szabó V. Egy számítógépes játéksorozat marketingkommunikációja . [Thesis]. University of Debrecen; 2013. Available from: http://hdl.handle.net/2437/164788

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Montana Tech

15. Hatley, Daniel Charles. Gamification in Environmental Education.

Degree: MS, 2013, Montana Tech

Gamification, the use of game-based elements to engage people, motivate action, promote learning, and solve problems, is an educational technique that may have merit at… (more)

Subjects/Keywords: games; games-based learning; gamification

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APA (6th Edition):

Hatley, D. C. (2013). Gamification in Environmental Education. (Masters Thesis). Montana Tech. Retrieved from https://scholarworks.umt.edu/etd/477

Chicago Manual of Style (16th Edition):

Hatley, Daniel Charles. “Gamification in Environmental Education.” 2013. Masters Thesis, Montana Tech. Accessed October 15, 2019. https://scholarworks.umt.edu/etd/477.

MLA Handbook (7th Edition):

Hatley, Daniel Charles. “Gamification in Environmental Education.” 2013. Web. 15 Oct 2019.

Vancouver:

Hatley DC. Gamification in Environmental Education. [Internet] [Masters thesis]. Montana Tech; 2013. [cited 2019 Oct 15]. Available from: https://scholarworks.umt.edu/etd/477.

Council of Science Editors:

Hatley DC. Gamification in Environmental Education. [Masters Thesis]. Montana Tech; 2013. Available from: https://scholarworks.umt.edu/etd/477


Jönköping University

16. Wiklund, Emil. The Gamification Process : A framework on gamification.

Degree: Jönköping International Business School, 2016, Jönköping University

  In this thesis a gamification framework was built based upon the existing body of literature on gamification to more easily describe the processes in how… (more)

Subjects/Keywords: Gamification; Business Administration; Företagsekonomi

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Wiklund, E. (2016). The Gamification Process : A framework on gamification. (Thesis). Jönköping University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30088

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Wiklund, Emil. “The Gamification Process : A framework on gamification.” 2016. Thesis, Jönköping University. Accessed October 15, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30088.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Wiklund, Emil. “The Gamification Process : A framework on gamification.” 2016. Web. 15 Oct 2019.

Vancouver:

Wiklund E. The Gamification Process : A framework on gamification. [Internet] [Thesis]. Jönköping University; 2016. [cited 2019 Oct 15]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30088.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Wiklund E. The Gamification Process : A framework on gamification. [Thesis]. Jönköping University; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30088

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

17. Nilsson, Eleonore. Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar.

Degree: Informatics, 2013, Umeå University

  Society today is characterized by the transforming effect IT has had, the majority of the activities we perform on a daily basis involves one… (more)

Subjects/Keywords: Gamification; lärplattformar; Informatics; Informatik

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Nilsson, E. (2013). Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar. (Thesis). Umeå University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-79688

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Nilsson, Eleonore. “Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar.” 2013. Thesis, Umeå University. Accessed October 15, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-79688.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Nilsson, Eleonore. “Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar.” 2013. Web. 15 Oct 2019.

Vancouver:

Nilsson E. Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar. [Internet] [Thesis]. Umeå University; 2013. [cited 2019 Oct 15]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-79688.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Nilsson E. Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar. [Thesis]. Umeå University; 2013. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-79688

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Södertörns Högskola

18. Gaulitz, Linn. ”Enter. Play. Stay.” : En studie om vilka spelmekanismer som lämpar sig för att motivera till ett förändrat träningsbeteende.

Degree: 2011, Södertörns Högskola

  Att använda influenser från spel på andra sorters tjänster har i dagens samhälle visat sig vara ett vinnande koncept. Det är inom de flesta… (more)

Subjects/Keywords: Gamification; spelifiering; spel; motivation; spelmekanismer

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Gaulitz, L. (2011). ”Enter. Play. Stay.” : En studie om vilka spelmekanismer som lämpar sig för att motivera till ett förändrat träningsbeteende. (Thesis). Södertörns Högskola. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15385

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Gaulitz, Linn. “”Enter. Play. Stay.” : En studie om vilka spelmekanismer som lämpar sig för att motivera till ett förändrat träningsbeteende.” 2011. Thesis, Södertörns Högskola. Accessed October 15, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15385.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Gaulitz, Linn. “”Enter. Play. Stay.” : En studie om vilka spelmekanismer som lämpar sig för att motivera till ett förändrat träningsbeteende.” 2011. Web. 15 Oct 2019.

Vancouver:

Gaulitz L. ”Enter. Play. Stay.” : En studie om vilka spelmekanismer som lämpar sig för att motivera till ett förändrat träningsbeteende. [Internet] [Thesis]. Södertörns Högskola; 2011. [cited 2019 Oct 15]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15385.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Gaulitz L. ”Enter. Play. Stay.” : En studie om vilka spelmekanismer som lämpar sig för att motivera till ett förändrat träningsbeteende. [Thesis]. Södertörns Högskola; 2011. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15385

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

19. Järpemark, Linda. Spel på schemat : Elevperspektiv på hur spelifiering och spelmekanismer kan inverka på undervisning och lärande i grundskolan.

Degree: Literature and Intercultural Studies, 2015, Karlstad University

  This study examines the impact of teaching method gamification and how game mechanisms affect motivation from a student perspective in the subject of Swedish.… (more)

Subjects/Keywords: Motivation; gamification; game mechanic

Page 1

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Järpemark, L. (2015). Spel på schemat : Elevperspektiv på hur spelifiering och spelmekanismer kan inverka på undervisning och lärande i grundskolan. (Thesis). Karlstad University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-37398

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Järpemark, Linda. “Spel på schemat : Elevperspektiv på hur spelifiering och spelmekanismer kan inverka på undervisning och lärande i grundskolan.” 2015. Thesis, Karlstad University. Accessed October 15, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-37398.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Järpemark, Linda. “Spel på schemat : Elevperspektiv på hur spelifiering och spelmekanismer kan inverka på undervisning och lärande i grundskolan.” 2015. Web. 15 Oct 2019.

Vancouver:

Järpemark L. Spel på schemat : Elevperspektiv på hur spelifiering och spelmekanismer kan inverka på undervisning och lärande i grundskolan. [Internet] [Thesis]. Karlstad University; 2015. [cited 2019 Oct 15]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-37398.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Järpemark L. Spel på schemat : Elevperspektiv på hur spelifiering och spelmekanismer kan inverka på undervisning och lärande i grundskolan. [Thesis]. Karlstad University; 2015. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-37398

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Linnaeus University

20. Greijdanus, Wouter. Gamification and Literature : A Study of the Motivational Impact of Gamification as a Method of Teaching English Literature.

Degree: Languages, 2015, Linnaeus University

  This paper analyses what the effects would be of using gamification as a method of teaching English literature in Swedish schools. The essay explores… (more)

Subjects/Keywords: Gamification; Motivation; Literature; English

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Greijdanus, W. (2015). Gamification and Literature : A Study of the Motivational Impact of Gamification as a Method of Teaching English Literature. (Thesis). Linnaeus University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-39610

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Greijdanus, Wouter. “Gamification and Literature : A Study of the Motivational Impact of Gamification as a Method of Teaching English Literature.” 2015. Thesis, Linnaeus University. Accessed October 15, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-39610.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Greijdanus, Wouter. “Gamification and Literature : A Study of the Motivational Impact of Gamification as a Method of Teaching English Literature.” 2015. Web. 15 Oct 2019.

Vancouver:

Greijdanus W. Gamification and Literature : A Study of the Motivational Impact of Gamification as a Method of Teaching English Literature. [Internet] [Thesis]. Linnaeus University; 2015. [cited 2019 Oct 15]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-39610.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Greijdanus W. Gamification and Literature : A Study of the Motivational Impact of Gamification as a Method of Teaching English Literature. [Thesis]. Linnaeus University; 2015. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-39610

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Delft University of Technology

21. Pande, T. Gamification in service training for empathy:.

Degree: 2016, Delft University of Technology

 ‘How can front-line staff and their leaders be motivated intrinsically/ extrinsically to steer a behavioural change that facilitates empathic customer understanding among front-line staff and… (more)

Subjects/Keywords: behaviour change; gamification; KLM

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APA (6th Edition):

Pande, T. (2016). Gamification in service training for empathy:. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:61f87575-fe7b-4d53-bea0-2004a02fe8cb

Chicago Manual of Style (16th Edition):

Pande, T. “Gamification in service training for empathy:.” 2016. Masters Thesis, Delft University of Technology. Accessed October 15, 2019. http://resolver.tudelft.nl/uuid:61f87575-fe7b-4d53-bea0-2004a02fe8cb.

MLA Handbook (7th Edition):

Pande, T. “Gamification in service training for empathy:.” 2016. Web. 15 Oct 2019.

Vancouver:

Pande T. Gamification in service training for empathy:. [Internet] [Masters thesis]. Delft University of Technology; 2016. [cited 2019 Oct 15]. Available from: http://resolver.tudelft.nl/uuid:61f87575-fe7b-4d53-bea0-2004a02fe8cb.

Council of Science Editors:

Pande T. Gamification in service training for empathy:. [Masters Thesis]. Delft University of Technology; 2016. Available from: http://resolver.tudelft.nl/uuid:61f87575-fe7b-4d53-bea0-2004a02fe8cb


Uppsala University

22. Hamberg, Lukas; Hilding, Pontus. Eco-Gamification of the Swedish Recycling System : The Pantarevir Game.

Degree: Information Technology, 2016, Uppsala University

This is a report which details an independent project for the Computer and Information Engineering Programme held at Uppsala University involving the design and… (more)

Subjects/Keywords: recycling; gamification; application; environment

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APA (6th Edition):

Hamberg, Lukas; Hilding, P. (2016). Eco-Gamification of the Swedish Recycling System : The Pantarevir Game. (Thesis). Uppsala University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296956

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Hamberg, Lukas; Hilding, Pontus. “Eco-Gamification of the Swedish Recycling System : The Pantarevir Game.” 2016. Thesis, Uppsala University. Accessed October 15, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296956.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Hamberg, Lukas; Hilding, Pontus. “Eco-Gamification of the Swedish Recycling System : The Pantarevir Game.” 2016. Web. 15 Oct 2019.

Vancouver:

Hamberg, Lukas; Hilding P. Eco-Gamification of the Swedish Recycling System : The Pantarevir Game. [Internet] [Thesis]. Uppsala University; 2016. [cited 2019 Oct 15]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296956.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Hamberg, Lukas; Hilding P. Eco-Gamification of the Swedish Recycling System : The Pantarevir Game. [Thesis]. Uppsala University; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296956

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Delft University of Technology

23. Van Rosmalen, P.J. Game World: A Research on How the Effect of Gamification can be Measured with the Use of the Real World - Game World Continuum:.

Degree: 2013, Delft University of Technology

Gamification in the work environment has been extensively researched and implemented successfully by integrating game elements (such as competition, challenge or exploration) in a work… (more)

Subjects/Keywords: Gamification; Persuasive Game Design

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APA (6th Edition):

Van Rosmalen, P. J. (2013). Game World: A Research on How the Effect of Gamification can be Measured with the Use of the Real World - Game World Continuum:. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:d351ffb6-0d45-4c63-9ce6-b1f3c9be6409

Chicago Manual of Style (16th Edition):

Van Rosmalen, P J. “Game World: A Research on How the Effect of Gamification can be Measured with the Use of the Real World - Game World Continuum:.” 2013. Masters Thesis, Delft University of Technology. Accessed October 15, 2019. http://resolver.tudelft.nl/uuid:d351ffb6-0d45-4c63-9ce6-b1f3c9be6409.

MLA Handbook (7th Edition):

Van Rosmalen, P J. “Game World: A Research on How the Effect of Gamification can be Measured with the Use of the Real World - Game World Continuum:.” 2013. Web. 15 Oct 2019.

Vancouver:

Van Rosmalen PJ. Game World: A Research on How the Effect of Gamification can be Measured with the Use of the Real World - Game World Continuum:. [Internet] [Masters thesis]. Delft University of Technology; 2013. [cited 2019 Oct 15]. Available from: http://resolver.tudelft.nl/uuid:d351ffb6-0d45-4c63-9ce6-b1f3c9be6409.

Council of Science Editors:

Van Rosmalen PJ. Game World: A Research on How the Effect of Gamification can be Measured with the Use of the Real World - Game World Continuum:. [Masters Thesis]. Delft University of Technology; 2013. Available from: http://resolver.tudelft.nl/uuid:d351ffb6-0d45-4c63-9ce6-b1f3c9be6409


Delft University of Technology

24. Oude Veldhuis, S. Discovering yourself in highschool:.

Degree: 2014, Delft University of Technology

Koers Control is a game to help high school students discover their core qualities, in order to lower the drop-out rate of first-years students in follow-up education. Advisors/Committee Members: Sonneveld, M.H., Vegt, N.J.H..

Subjects/Keywords: game; gamification; highscool; core quality

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APA (6th Edition):

Oude Veldhuis, S. (2014). Discovering yourself in highschool:. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:9b493ba1-e101-475e-a6a0-ad0f4bf7a824

Chicago Manual of Style (16th Edition):

Oude Veldhuis, S. “Discovering yourself in highschool:.” 2014. Masters Thesis, Delft University of Technology. Accessed October 15, 2019. http://resolver.tudelft.nl/uuid:9b493ba1-e101-475e-a6a0-ad0f4bf7a824.

MLA Handbook (7th Edition):

Oude Veldhuis, S. “Discovering yourself in highschool:.” 2014. Web. 15 Oct 2019.

Vancouver:

Oude Veldhuis S. Discovering yourself in highschool:. [Internet] [Masters thesis]. Delft University of Technology; 2014. [cited 2019 Oct 15]. Available from: http://resolver.tudelft.nl/uuid:9b493ba1-e101-475e-a6a0-ad0f4bf7a824.

Council of Science Editors:

Oude Veldhuis S. Discovering yourself in highschool:. [Masters Thesis]. Delft University of Technology; 2014. Available from: http://resolver.tudelft.nl/uuid:9b493ba1-e101-475e-a6a0-ad0f4bf7a824


University of Waikato

25. Jefferies, Dannette Louise. Inhibitors to the Organisational Adoption of Gamification .

Degree: 2017, University of Waikato

 This study looks at how organisations can use technology to engage, motivate, and reward staff by embedding game-like elements into business applications and processes through… (more)

Subjects/Keywords: Gamification; Organisation; Motivation; Employee; Engagement

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APA (6th Edition):

Jefferies, D. L. (2017). Inhibitors to the Organisational Adoption of Gamification . (Masters Thesis). University of Waikato. Retrieved from http://hdl.handle.net/10289/11012

Chicago Manual of Style (16th Edition):

Jefferies, Dannette Louise. “Inhibitors to the Organisational Adoption of Gamification .” 2017. Masters Thesis, University of Waikato. Accessed October 15, 2019. http://hdl.handle.net/10289/11012.

MLA Handbook (7th Edition):

Jefferies, Dannette Louise. “Inhibitors to the Organisational Adoption of Gamification .” 2017. Web. 15 Oct 2019.

Vancouver:

Jefferies DL. Inhibitors to the Organisational Adoption of Gamification . [Internet] [Masters thesis]. University of Waikato; 2017. [cited 2019 Oct 15]. Available from: http://hdl.handle.net/10289/11012.

Council of Science Editors:

Jefferies DL. Inhibitors to the Organisational Adoption of Gamification . [Masters Thesis]. University of Waikato; 2017. Available from: http://hdl.handle.net/10289/11012

26. Norring, Douglas. Game on med gamification : En kvalitativ studie om hur gamification kan påverka kundrelationer.

Degree: Business Administration, 2018, Umeå University

  Kundrelationer har länge varit ett av de främsta marknadsföringsmålen för företag och begreppet relationsmarknadsföring har funnits i över trettio år. Kundrelationer skapar en nära… (more)

Subjects/Keywords: Gamification; marketing; Business Administration; Företagsekonomi

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APA (6th Edition):

Norring, D. (2018). Game on med gamification : En kvalitativ studie om hur gamification kan påverka kundrelationer. (Thesis). Umeå University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150075

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Norring, Douglas. “Game on med gamification : En kvalitativ studie om hur gamification kan påverka kundrelationer.” 2018. Thesis, Umeå University. Accessed October 15, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150075.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Norring, Douglas. “Game on med gamification : En kvalitativ studie om hur gamification kan påverka kundrelationer.” 2018. Web. 15 Oct 2019.

Vancouver:

Norring D. Game on med gamification : En kvalitativ studie om hur gamification kan påverka kundrelationer. [Internet] [Thesis]. Umeå University; 2018. [cited 2019 Oct 15]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150075.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Norring D. Game on med gamification : En kvalitativ studie om hur gamification kan påverka kundrelationer. [Thesis]. Umeå University; 2018. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150075

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Waterloo

27. Chen, Chen. Gamification in a Volunteered Geographic Information context with regard to contributors' motivations: A case study of OpenStreetMap.

Degree: 2017, University of Waterloo

 Volunteered Geographic Information (VGI) describes a new type of spatial information created by the public voluntarily (Goodchild, 2007). However, many questions persist about the quality… (more)

Subjects/Keywords: Volunteered Geographic Information; Gamification; OpenStreetMap

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Chen, C. (2017). Gamification in a Volunteered Geographic Information context with regard to contributors' motivations: A case study of OpenStreetMap. (Thesis). University of Waterloo. Retrieved from http://hdl.handle.net/10012/11770

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Chen, Chen. “Gamification in a Volunteered Geographic Information context with regard to contributors' motivations: A case study of OpenStreetMap.” 2017. Thesis, University of Waterloo. Accessed October 15, 2019. http://hdl.handle.net/10012/11770.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Chen, Chen. “Gamification in a Volunteered Geographic Information context with regard to contributors' motivations: A case study of OpenStreetMap.” 2017. Web. 15 Oct 2019.

Vancouver:

Chen C. Gamification in a Volunteered Geographic Information context with regard to contributors' motivations: A case study of OpenStreetMap. [Internet] [Thesis]. University of Waterloo; 2017. [cited 2019 Oct 15]. Available from: http://hdl.handle.net/10012/11770.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Chen C. Gamification in a Volunteered Geographic Information context with regard to contributors' motivations: A case study of OpenStreetMap. [Thesis]. University of Waterloo; 2017. Available from: http://hdl.handle.net/10012/11770

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

28. Fiore, Carolyn A. Gamification of Individual Differences.

Degree: Industrial/Organizational Psychology: M.S., Psychology, 2016, St. Cloud State University

  This study examines the new method of gamification for measuring individual differences for personal decision making. The first purpose was to examine if gamification,… (more)

Subjects/Keywords: Gamification; Personality; Testing; Faking

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Fiore, C. A. (2016). Gamification of Individual Differences. (Masters Thesis). St. Cloud State University. Retrieved from https://repository.stcloudstate.edu/psyc_etds/4

Chicago Manual of Style (16th Edition):

Fiore, Carolyn A. “Gamification of Individual Differences.” 2016. Masters Thesis, St. Cloud State University. Accessed October 15, 2019. https://repository.stcloudstate.edu/psyc_etds/4.

MLA Handbook (7th Edition):

Fiore, Carolyn A. “Gamification of Individual Differences.” 2016. Web. 15 Oct 2019.

Vancouver:

Fiore CA. Gamification of Individual Differences. [Internet] [Masters thesis]. St. Cloud State University; 2016. [cited 2019 Oct 15]. Available from: https://repository.stcloudstate.edu/psyc_etds/4.

Council of Science Editors:

Fiore CA. Gamification of Individual Differences. [Masters Thesis]. St. Cloud State University; 2016. Available from: https://repository.stcloudstate.edu/psyc_etds/4

29. Ericson, Anton. Developing a Gamified Fitness Application for Truck Drivers .

Degree: Chalmers tekniska högskola / Institutionen för data och informationsvetenskap, 2019, Chalmers University of Technology

 A fitness application for Volvo Trucks’ Android based infotainment system has been developed. The purpose of the project is to increase truck drivers motivation for… (more)

Subjects/Keywords: Android; Application; Gamification; Fitness

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Ericson, A. (2019). Developing a Gamified Fitness Application for Truck Drivers . (Thesis). Chalmers University of Technology. Retrieved from http://hdl.handle.net/20.500.12380/300028

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Ericson, Anton. “Developing a Gamified Fitness Application for Truck Drivers .” 2019. Thesis, Chalmers University of Technology. Accessed October 15, 2019. http://hdl.handle.net/20.500.12380/300028.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Ericson, Anton. “Developing a Gamified Fitness Application for Truck Drivers .” 2019. Web. 15 Oct 2019.

Vancouver:

Ericson A. Developing a Gamified Fitness Application for Truck Drivers . [Internet] [Thesis]. Chalmers University of Technology; 2019. [cited 2019 Oct 15]. Available from: http://hdl.handle.net/20.500.12380/300028.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Ericson A. Developing a Gamified Fitness Application for Truck Drivers . [Thesis]. Chalmers University of Technology; 2019. Available from: http://hdl.handle.net/20.500.12380/300028

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Tampere University

30. Tamminen, Juhani. Gamification and user engagement in self-learning software .

Degree: 2015, Tampere University

Gamification, or the use of game elements in non-game environments, is a field which has been growing rapidly in the recent years. The main focus… (more)

Subjects/Keywords: gamification; learning; user engagement; motivation

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Tamminen, J. (2015). Gamification and user engagement in self-learning software . (Masters Thesis). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/97502

Chicago Manual of Style (16th Edition):

Tamminen, Juhani. “Gamification and user engagement in self-learning software .” 2015. Masters Thesis, Tampere University. Accessed October 15, 2019. https://trepo.tuni.fi/handle/10024/97502.

MLA Handbook (7th Edition):

Tamminen, Juhani. “Gamification and user engagement in self-learning software .” 2015. Web. 15 Oct 2019.

Vancouver:

Tamminen J. Gamification and user engagement in self-learning software . [Internet] [Masters thesis]. Tampere University; 2015. [cited 2019 Oct 15]. Available from: https://trepo.tuni.fi/handle/10024/97502.

Council of Science Editors:

Tamminen J. Gamification and user engagement in self-learning software . [Masters Thesis]. Tampere University; 2015. Available from: https://trepo.tuni.fi/handle/10024/97502

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