How to cite this paper
Fathian, M., Sharifi, H., Nasirzadeh, E., Dyer, R & Elsayed, O. (2021). Towards a comprehensive methodology for applying enterprise gamification.Decision Science Letters , 10(3), 277-290.
Refrences
Anitha, J. (2014). Determinants of employee engagement and their impact on employee performance. International Journal of Productivity and Performance Management., 63(3).
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1), 19.
Böckle, M., Micheel, I., Bick, M., & Novak, J. (2018). A design framework for adaptive gamification applications. Proceedings of the 51st Hawaii International Conference on System Sciences (HICSS), 1227-1236.
Bogner A., Littig B., & Menz W. (Eds.). (2009). Interviewing experts (ECPR Research Methods). UK: Palgrave Macmillan.
Bui, A., Veit, D., & Webster, J. (2015). Gamification–A Novel Phenomenon or a New Wrapping for Existing Concepts?
Caillois, R. (1961). Man, play, and games. University of Illinois Press.
Chen, Y. (2019). Exploring Design Guidelines of Using User-Centered Design in Gamification Development: A Delphi Study. International Journal of Human–Computer Interaction, 35(13), 1170-1181.
Chou, Y. (2015). Actionable gamification- beyond points, badges, and leaderboards, Octalysis Media. Raftopoulos, M. (2014). Towards gamification transparency: A conceptual framework for the development of responsible gamified enterprise systems, Journal of Gaming and Virtual Worlds, 6(2), 159-178. doi: 10.1386/jgvw.6.2.1591.
Costa, P.T., & McCrae, R.R. (1992). Revised neo personality inventory (neo pi-r) and neo five-factor inventory (neo-ffi), Psychological assessment resources odessa, FL.
Crowne, D.P. (2009). Personality theory. Oxford University Press.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experiences. New York: Harper Perennial.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”, MindTrek’11.
Dignan, A. (2011). Game frame: Using games as a strategy for success. New York: Free Press.
Fullerton, T. (2008). Game design workshop: A playcentric approach to creating innovative games. Elsevier Morgan Kaufmann.
García, F., Mario, P. P., Cerdeira-Pena, A., & Penabad, M. (2017). A framework for gamification in software engineering. Journal of Systems and Software (JSS), 132, 21-40.
Goldberg, L.R. (1993).The structure of phenotypic personality traits, American psychologist, 48, 1.
Hackman, R., & Oldham, G. R. (1976). Motivation through the design of work: Test of a theory. Organizational Behavior and Human Performance, 16, 250–279.
Hamari, J. (2013). Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service, Electronic Commerce Research & Applications, 12(4), 236–245.
Hamari, J., Koivisto, J., & Harri, S. (2014). Does gamification work? - A literature review of empirical studies on gamification, 47th Hawaii international conference on system sciences (pp. 3025-3034), Waikoloa, January 6-9. IEEE.
Henriot, J. (1969). Le jeu. Paris: PUF.
Herger, M. (2014). Enterprise gamification, Engaging people by letting them have fun, Book 1, The Basics. CreateSpace, Luxembourg.
Herger, M. (2015). Gamification design patterns, from: http://www.enterprisegamification.com/mediawiki/index.php?title=Category:GamificationDesignPatterns
Huber, S., & Röpke K. (2015). How gamification can help companies to become more sustainable: A case study on ride sharing, Gamification in education and business, springer.
Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: a formal Approach to game design and game research, in Proceedings of the 19th AAAI workshop on challenges in Game AI, San Jose.
Iacovides, I. (2011). Digital games: Exploring the relationship between motivation, engagement and informal learning. Psychology Of Education Review, 35(1), 21-24.
Juul, J. (2010). A casual revolution: Reinventing video games and their players. Cambridge, MA: MIT Press.
Kaplan, R. S., & D.P. Norton. (1992). The balanced scorecard: Measures that drive performance. Harvard Business Review, 71-79.
Kapp, K. M. (2012). The gamification of learning and Instruction: game-based methods and strategies for training and education. San Francisco, CA, John Wiley & Sons.
Kark, R. (2011). Games managers play: play as a form of leadership development. Academy of Management Learning & Education, 10(3), 507-527.
Kim, J. T., & Lee, W. H. (2015). Dynamical model for gamification of learning (DMGL), Multimedia Tools and Applications, 74, 8483–8493.
Kitchen ham, B., Linkman, S., & Lwinkman, S. (2005). Experiences of using an evaluation framework. Information and Software Technology, 47(11), 761–774.
Kumar, J. M., & Herger, M. (2013). Gamification at Work: Designing engaging business software. Aarhus, Denmark, The Interaction Design Foundation. ISBN: 978-87-92964-06-9. Book available online at http://www.interaction-design.org/books/gamification_at_work.html
Landsell, J., & Hägglund, E. (2016). Towards a gamification framework: Limitations and opportunities when gamifying business processes, Faculty of social sciences, Department of informatics, Umeå University.
Marczewski, A. C. (2015). Even ninja monkeys like to play: Gamification, game thinking and motivational design, Createspace.
Marczewski, A. (2013). Gamification: A simple introduction. Raleigh: Lulu.
Meloni, W., & Gruener, W. (2012). Gamification in 2012: Consumer and enterprise market trends, M2 Research.
Mora, A., Riera, D., González, C. and Arnedo-Moreno, J. (2017). Gamification: a systematic review of design frameworks, Journal of Computing in Higher Education, 29, 516-548.
Morschheuser, B., Hassan, L., Werder, K., & Hamari, J. (2018). How to design gamification? A method for engineering gamified software. Information & Software Technology, 95, 219–237.
Neeli B. K. (2012). A Method to engage employees using gamification in BPO Industry,” Proc. of 3rd Int. Conference on services in emerging markets (ICSEM), pp. 142-146.
Neeli, B.K. (2015). Gamification in the enterprise: Differences from consumer market, implications, and a method to manage them, Gamification in education and business, springer.
Nicholson, S. (2015). A RECIPE for meaningful gamification, first chapter of gamification in education and business, Springer.
Raftopoulos, M. (2015). Gamification project success and failures [Video], Retrieved from https://www.youtube.com/watch?v=GztWDpQxBDA.
Rammstedt, B., & John, O. P. (2007). Measuring personality in one minute or less: A 10-item short version of the Big Five Inventory in english and german, Journal of Research in Personality 41(1), 203–212.
Riso, D.R. (2000). Understanding the Enneagram: The Practical guide to personality types. Houghton Mifflin Harcourt.
Robinson, D., & Bellotti, V. (2013). A preliminary taxonomy of gamification elements for varying anticipated commitment. Proceedings CHI 2013 Workshop on Designing Gamification: Creating Gameful and Playful Experiences. ACM.
Robson, K., Plangger, K., Kietzmann, J., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification, Business horizons, 58(4), 411-420.
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions, Contemporary Educational Osychology, 25(1), 54–67.
Saaty, T.L. (1980). The analytical hierarchy process. McGraw Hill, New York.
Sanchez, A., Cannon-Bowers, J., & Bowers, C. (2010). Establishing a science of game based learning in serious game design and development, Technologies for training and learning, Information Science Reference.
Schmid, A., and Schoop, M. (2019). A Framework for Gamified Electronic Negotiation Training. 2019 Cham. Springer International Publishing, 207-222.
Seaborn, K., & Fels, D. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31.
Silva Ochoa, H. (2013). La ‘gamification’ de la vie: Sous couleur dejouer?, Sciences du jeu 1.
Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform, Computers in Human Behavior, 29(2), 345-353.
Skulmoski, G.J., Hartman, F.T., & Krahn, J. (2007). The delphi method for graduate research. Journal of information Technology Education, 6, 1–21.
The Gallup organization, (2013). The state of the global workplace: Employee engagement insights for business leaders worldwide, Washington, DC: Gallup Inc.
Umar, R. (2015). Level up your strategy: Towards a descriptive framework for meaningful enterprise gamification, Technology Innovation Management Review, 5(8), 5-16.
Werbach, K. (2014). (Re)Defining gamification: A process approach. In A. Spagnolli, L. Chittaro, and L. Gamberini (Eds.), Persuasive technology, 8462: 266–272. Springer International Publishing. http://dx.doi.org/10.1007/978-3-319-07127-5_23
Werbach, K., & Hunter, D. (2012). For the win. How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press.
Winn, B. M. (2009). The design, play, and experience framework, In R. E. Ferdig, Handbook of research on effective electronic gaming in education, 3, 1010-1024. Florida, USA: Information Science Reference.
Zichermann, G., & Linder, J. (2013). The Gamification revolution: How leaders leverage game mechanics to crush the competition (1st ed.). McGraw-Hill.
Zichermann, G., & Cunningham, C. (2011). Gamification by design, O'Reilly Media, Inc, 1005 Gravenstein Highway North, Sebastopol, CA 95472.
Zimmerman, E. (2004). Narrative, Interactivity, play, and games. In Wardrip-Fruin, N. and Harrigan, P.(eds), First Person, MIT Press.
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1), 19.
Böckle, M., Micheel, I., Bick, M., & Novak, J. (2018). A design framework for adaptive gamification applications. Proceedings of the 51st Hawaii International Conference on System Sciences (HICSS), 1227-1236.
Bogner A., Littig B., & Menz W. (Eds.). (2009). Interviewing experts (ECPR Research Methods). UK: Palgrave Macmillan.
Bui, A., Veit, D., & Webster, J. (2015). Gamification–A Novel Phenomenon or a New Wrapping for Existing Concepts?
Caillois, R. (1961). Man, play, and games. University of Illinois Press.
Chen, Y. (2019). Exploring Design Guidelines of Using User-Centered Design in Gamification Development: A Delphi Study. International Journal of Human–Computer Interaction, 35(13), 1170-1181.
Chou, Y. (2015). Actionable gamification- beyond points, badges, and leaderboards, Octalysis Media. Raftopoulos, M. (2014). Towards gamification transparency: A conceptual framework for the development of responsible gamified enterprise systems, Journal of Gaming and Virtual Worlds, 6(2), 159-178. doi: 10.1386/jgvw.6.2.1591.
Costa, P.T., & McCrae, R.R. (1992). Revised neo personality inventory (neo pi-r) and neo five-factor inventory (neo-ffi), Psychological assessment resources odessa, FL.
Crowne, D.P. (2009). Personality theory. Oxford University Press.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experiences. New York: Harper Perennial.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”, MindTrek’11.
Dignan, A. (2011). Game frame: Using games as a strategy for success. New York: Free Press.
Fullerton, T. (2008). Game design workshop: A playcentric approach to creating innovative games. Elsevier Morgan Kaufmann.
García, F., Mario, P. P., Cerdeira-Pena, A., & Penabad, M. (2017). A framework for gamification in software engineering. Journal of Systems and Software (JSS), 132, 21-40.
Goldberg, L.R. (1993).The structure of phenotypic personality traits, American psychologist, 48, 1.
Hackman, R., & Oldham, G. R. (1976). Motivation through the design of work: Test of a theory. Organizational Behavior and Human Performance, 16, 250–279.
Hamari, J. (2013). Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service, Electronic Commerce Research & Applications, 12(4), 236–245.
Hamari, J., Koivisto, J., & Harri, S. (2014). Does gamification work? - A literature review of empirical studies on gamification, 47th Hawaii international conference on system sciences (pp. 3025-3034), Waikoloa, January 6-9. IEEE.
Henriot, J. (1969). Le jeu. Paris: PUF.
Herger, M. (2014). Enterprise gamification, Engaging people by letting them have fun, Book 1, The Basics. CreateSpace, Luxembourg.
Herger, M. (2015). Gamification design patterns, from: http://www.enterprisegamification.com/mediawiki/index.php?title=Category:GamificationDesignPatterns
Huber, S., & Röpke K. (2015). How gamification can help companies to become more sustainable: A case study on ride sharing, Gamification in education and business, springer.
Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: a formal Approach to game design and game research, in Proceedings of the 19th AAAI workshop on challenges in Game AI, San Jose.
Iacovides, I. (2011). Digital games: Exploring the relationship between motivation, engagement and informal learning. Psychology Of Education Review, 35(1), 21-24.
Juul, J. (2010). A casual revolution: Reinventing video games and their players. Cambridge, MA: MIT Press.
Kaplan, R. S., & D.P. Norton. (1992). The balanced scorecard: Measures that drive performance. Harvard Business Review, 71-79.
Kapp, K. M. (2012). The gamification of learning and Instruction: game-based methods and strategies for training and education. San Francisco, CA, John Wiley & Sons.
Kark, R. (2011). Games managers play: play as a form of leadership development. Academy of Management Learning & Education, 10(3), 507-527.
Kim, J. T., & Lee, W. H. (2015). Dynamical model for gamification of learning (DMGL), Multimedia Tools and Applications, 74, 8483–8493.
Kitchen ham, B., Linkman, S., & Lwinkman, S. (2005). Experiences of using an evaluation framework. Information and Software Technology, 47(11), 761–774.
Kumar, J. M., & Herger, M. (2013). Gamification at Work: Designing engaging business software. Aarhus, Denmark, The Interaction Design Foundation. ISBN: 978-87-92964-06-9. Book available online at http://www.interaction-design.org/books/gamification_at_work.html
Landsell, J., & Hägglund, E. (2016). Towards a gamification framework: Limitations and opportunities when gamifying business processes, Faculty of social sciences, Department of informatics, Umeå University.
Marczewski, A. C. (2015). Even ninja monkeys like to play: Gamification, game thinking and motivational design, Createspace.
Marczewski, A. (2013). Gamification: A simple introduction. Raleigh: Lulu.
Meloni, W., & Gruener, W. (2012). Gamification in 2012: Consumer and enterprise market trends, M2 Research.
Mora, A., Riera, D., González, C. and Arnedo-Moreno, J. (2017). Gamification: a systematic review of design frameworks, Journal of Computing in Higher Education, 29, 516-548.
Morschheuser, B., Hassan, L., Werder, K., & Hamari, J. (2018). How to design gamification? A method for engineering gamified software. Information & Software Technology, 95, 219–237.
Neeli B. K. (2012). A Method to engage employees using gamification in BPO Industry,” Proc. of 3rd Int. Conference on services in emerging markets (ICSEM), pp. 142-146.
Neeli, B.K. (2015). Gamification in the enterprise: Differences from consumer market, implications, and a method to manage them, Gamification in education and business, springer.
Nicholson, S. (2015). A RECIPE for meaningful gamification, first chapter of gamification in education and business, Springer.
Raftopoulos, M. (2015). Gamification project success and failures [Video], Retrieved from https://www.youtube.com/watch?v=GztWDpQxBDA.
Rammstedt, B., & John, O. P. (2007). Measuring personality in one minute or less: A 10-item short version of the Big Five Inventory in english and german, Journal of Research in Personality 41(1), 203–212.
Riso, D.R. (2000). Understanding the Enneagram: The Practical guide to personality types. Houghton Mifflin Harcourt.
Robinson, D., & Bellotti, V. (2013). A preliminary taxonomy of gamification elements for varying anticipated commitment. Proceedings CHI 2013 Workshop on Designing Gamification: Creating Gameful and Playful Experiences. ACM.
Robson, K., Plangger, K., Kietzmann, J., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification, Business horizons, 58(4), 411-420.
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions, Contemporary Educational Osychology, 25(1), 54–67.
Saaty, T.L. (1980). The analytical hierarchy process. McGraw Hill, New York.
Sanchez, A., Cannon-Bowers, J., & Bowers, C. (2010). Establishing a science of game based learning in serious game design and development, Technologies for training and learning, Information Science Reference.
Schmid, A., and Schoop, M. (2019). A Framework for Gamified Electronic Negotiation Training. 2019 Cham. Springer International Publishing, 207-222.
Seaborn, K., & Fels, D. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31.
Silva Ochoa, H. (2013). La ‘gamification’ de la vie: Sous couleur dejouer?, Sciences du jeu 1.
Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform, Computers in Human Behavior, 29(2), 345-353.
Skulmoski, G.J., Hartman, F.T., & Krahn, J. (2007). The delphi method for graduate research. Journal of information Technology Education, 6, 1–21.
The Gallup organization, (2013). The state of the global workplace: Employee engagement insights for business leaders worldwide, Washington, DC: Gallup Inc.
Umar, R. (2015). Level up your strategy: Towards a descriptive framework for meaningful enterprise gamification, Technology Innovation Management Review, 5(8), 5-16.
Werbach, K. (2014). (Re)Defining gamification: A process approach. In A. Spagnolli, L. Chittaro, and L. Gamberini (Eds.), Persuasive technology, 8462: 266–272. Springer International Publishing. http://dx.doi.org/10.1007/978-3-319-07127-5_23
Werbach, K., & Hunter, D. (2012). For the win. How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press.
Winn, B. M. (2009). The design, play, and experience framework, In R. E. Ferdig, Handbook of research on effective electronic gaming in education, 3, 1010-1024. Florida, USA: Information Science Reference.
Zichermann, G., & Linder, J. (2013). The Gamification revolution: How leaders leverage game mechanics to crush the competition (1st ed.). McGraw-Hill.
Zichermann, G., & Cunningham, C. (2011). Gamification by design, O'Reilly Media, Inc, 1005 Gravenstein Highway North, Sebastopol, CA 95472.
Zimmerman, E. (2004). Narrative, Interactivity, play, and games. In Wardrip-Fruin, N. and Harrigan, P.(eds), First Person, MIT Press.