{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,4,11]],"date-time":"2025-04-11T05:13:33Z","timestamp":1744348413030,"version":"3.37.3"},"reference-count":142,"publisher":"Elsevier BV","license":[{"start":{"date-parts":[[2022,12,1]],"date-time":"2022-12-01T00:00:00Z","timestamp":1669852800000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.elsevier.com\/tdm\/userlicense\/1.0\/"},{"start":{"date-parts":[[2022,7,22]],"date-time":"2022-07-22T00:00:00Z","timestamp":1658448000000},"content-version":"vor","delay-in-days":0,"URL":"http:\/\/creativecommons.org\/licenses\/by-nc-nd\/4.0\/"}],"funder":[{"DOI":"10.13039\/100007738","name":"Foundation for Economic Education","doi-asserted-by":"publisher","id":[{"id":"10.13039\/100007738","id-type":"DOI","asserted-by":"publisher"}]},{"DOI":"10.13039\/501100002341","name":"Academy of Finland","doi-asserted-by":"publisher","id":[{"id":"10.13039\/501100002341","id-type":"DOI","asserted-by":"publisher"}]},{"DOI":"10.13039\/501100008579","name":"Foundation for Economic Education","doi-asserted-by":"publisher","award":["16-9394 - GamEmOrg"],"id":[{"id":"10.13039\/501100008579","id-type":"DOI","asserted-by":"publisher"}]}],"content-domain":{"domain":["elsevier.com","sciencedirect.com"],"crossmark-restriction":true},"short-container-title":["International Journal of Information Management"],"published-print":{"date-parts":[[2022,12]]},"DOI":"10.1016\/j.ijinfomgt.2022.102549","type":"journal-article","created":{"date-parts":[[2022,8,11]],"date-time":"2022-08-11T22:07:16Z","timestamp":1660255636000},"page":"102549","update-policy":"https:\/\/doi.org\/10.1016\/elsevier_cm_policy","source":"Crossref","is-referenced-by-count":46,"special_numbering":"C","title":["Gamification of cooperation: A framework, literature review and future research agenda"],"prefix":"10.1016","volume":"67","author":[{"given":"Marc","family":"Riar","sequence":"first","affiliation":[]},{"given":"Benedikt","family":"Morschheuser","sequence":"additional","affiliation":[]},{"given":"R\u00fcdiger","family":"Zarnekow","sequence":"additional","affiliation":[]},{"given":"Juho","family":"Hamari","sequence":"additional","affiliation":[]}],"member":"78","reference":[{"key":"10.1016\/j.ijinfomgt.2022.102549_bib1","doi-asserted-by":"crossref","first-page":"422","DOI":"10.1037\/h0040968","article-title":"Towards an Understanding of Inequity","volume":"67","author":"Adams","year":"1963","journal-title":"Journal of Abnormal Psychology"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib2","doi-asserted-by":"crossref","unstructured":"Afentoulidis, G., Szl\u00e1vik, Z., Yang, J., & Bozzon, A. (2018). Social Gamification in Enterprise Crowdsourcing. In Proceedings of the 10th ACM Conference on Web Science.","DOI":"10.1145\/3201064.3201094"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib3","unstructured":"Arnab, S., Bhakta, R., Merry, S.K., Smith, M., Star, K., & Duncan, M. (2016). Competition and Collaboration Using a Social and Gamified Online Learning Platform. In T. Connolly & L. Boyle (Chairs), Proceedings of the 10th European Conference on Games Based Learning."},{"issue":"3","key":"10.1016\/j.ijinfomgt.2022.102549_bib4","doi-asserted-by":"crossref","DOI":"10.34190\/JEL.17.3.002","article-title":"Co\u2011creativity through play and game design thinking","volume":"17","author":"Arnab","year":"2019","journal-title":"Electronic Journal of E-Learning"},{"issue":"3","key":"10.1016\/j.ijinfomgt.2022.102549_bib5","doi-asserted-by":"crossref","first-page":"226","DOI":"10.2307\/3090121","article-title":"Multiple routes for social influence: the role of compliance, internalization, and social identity","volume":"65","author":"Bagozzi","year":"2002","journal-title":"Social Psychology Quarterly"},{"issue":"3","key":"10.1016\/j.ijinfomgt.2022.102549_bib6","doi-asserted-by":"crossref","first-page":"265","DOI":"10.1207\/S1532785XMEP0303_03","article-title":"Social cognitive theory of mass communication","volume":"3","author":"Bandura","year":"2001","journal-title":"Media Psychology"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib7","first-page":"19","article-title":"Hearts, clubs, diamonds, spades: players who suit MUDs","volume":"1","author":"Bartle","year":"1996","journal-title":"Journal of MUD Research"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib8","doi-asserted-by":"crossref","unstructured":"Berger, M., & Jung, C. (2021). Gamification in Nutrition Apps\u2013Users\u2019 Gamification Element Preferences: A Best-Worst-Scaling Approach. In Proceedings of the 54th Hawaii International Conference on System Sciences (pp. 1335\u20131344). Hawaii, USA. \u3008https:\/\/doi.org\/10.24251\/HICSS.2021.162\u3009.","DOI":"10.24251\/HICSS.2021.162"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib9","unstructured":"Bertholdo, A.P., Melo, C., Rozestraten, A., Gerosa, M., & O\u2019Brien, H. (2018). User Engagement in an Open Collaboration Community After the Insertion of a Game Design Element: An Online Field Experiment. In Proceedings of the 24th Americas Conference on Information Systems (AMCIS)."},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib10","first-page":"501","article-title":"New challenges for the motivation and learning in engineering education using gamification in MOOC","volume":"32","author":"Borr\u00e1s-Gen\u00e9","year":"2016","journal-title":"International Journal of Engineering Education"},{"issue":"4","key":"10.1016\/j.ijinfomgt.2022.102549_bib11","doi-asserted-by":"crossref","first-page":"571","DOI":"10.1016\/j.jss.2006.07.009","article-title":"Lessons from applying the systematic literature review process within the software engineering domain","volume":"80","author":"Brereton","year":"2007","journal-title":"Journal of Systems and Software"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib12","series-title":"Proceedings of the 12th International Conference on Information Technology - New Generations (445\u2013450)","article-title":"Towards a Framework for Gamification Design on Crowdsourcing Systems: The G.A.M.E. Approach. In","author":"Brito","year":"2015"},{"issue":"3","key":"10.1016\/j.ijinfomgt.2022.102549_bib13","doi-asserted-by":"crossref","first-page":"252","DOI":"10.1177\/1094670511411703","article-title":"Customer engagement","volume":"14","author":"Brodie","year":"2011","journal-title":"Journal of Service Research"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib14","doi-asserted-by":"crossref","DOI":"10.1016\/j.technovation.2021.102312","article-title":"Understanding managers\u2019 attitudes and behavioral intentions towards using artificial intelligence for organizational decision-making","volume":"106","author":"Cao","year":"2021","journal-title":"Technovation"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib15","first-page":"174","article-title":"Using ontology and gamification to improve students\u2019 participation and motivation in CSCL","volume":"Vol. 832","author":"Challco","year":"2018"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib16","doi-asserted-by":"crossref","first-page":"285","DOI":"10.2307\/259375","article-title":"How can cooperation be fostered? The cultural effects of individualism-collectivism","volume":"23","author":"Chen","year":"1998","journal-title":"Academy of Management Review"},{"issue":"11","key":"10.1016\/j.ijinfomgt.2022.102549_bib17","article-title":"A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance","volume":"144","author":"Chen","year":"2020","journal-title":"Computers & Education"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib18","doi-asserted-by":"crossref","unstructured":"Chen, Y., & Pu, P. (2014). HealthyTogether: Exploring Social Incentives for Mobile Fitness Applications. In Proceedings of the 2nd International Symposium of Chinese CHI on - Chinese CHI \u201914 (25\u201334). Toronto, Ontario, Canada: ACM. \u3008https:\/\/doi.org\/10.1145\/2592235.2592240\u3009.","DOI":"10.1145\/2592235.2592240"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib19","unstructured":"Chou, Y.\u2011K.. (2016). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Fremont, CA: Octalysis Media."},{"issue":"4","key":"10.1016\/j.ijinfomgt.2022.102549_bib20","doi-asserted-by":"crossref","first-page":"575","DOI":"10.1089\/cpb.2007.9988","article-title":"Social interactions in massively multiplayer online role-playing gamers","volume":"10","author":"Cole","year":"2007","journal-title":"Cyberpsychology & Behavior: The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society"},{"issue":"1","key":"10.1016\/j.ijinfomgt.2022.102549_bib21","first-page":"2","article-title":"Cognitive apprenticeship","volume":"8","author":"Collins","year":"1988","journal-title":"Thinking: The Journal of Philosophy for Children"},{"issue":"3","key":"10.1016\/j.ijinfomgt.2022.102549_bib22","doi-asserted-by":"crossref","first-page":"448","DOI":"10.1177\/0890117118790394","article-title":"Gamification use and design in popular health and fitness mobile applications","volume":"33","author":"Cotton","year":"2019","journal-title":"American Journal of Health Promotion: AJHP"},{"volume":"Vol. 39","year":"1996","author":"Csikszentmihalyi","key":"10.1016\/j.ijinfomgt.2022.102549_bib23"},{"issue":"8","key":"10.1016\/j.ijinfomgt.2022.102549_bib24","doi-asserted-by":"crossref","first-page":"982","DOI":"10.1287\/mnsc.35.8.982","article-title":"User acceptance of computer technology: a comparison of two theoretical models","volume":"35","author":"Davis","year":"1989","journal-title":"Management Science"},{"issue":"3","key":"10.1016\/j.ijinfomgt.2022.102549_bib25","doi-asserted-by":"crossref","first-page":"182","DOI":"10.1037\/a0012801","article-title":"Self-determination theory: a macrotheory of human motivation, development, and health","volume":"49","author":"Deci","year":"2008","journal-title":"Canadian Psychology\/Psychologie Canadienne"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib26","series-title":"Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments - MindTrek \u201811","first-page":"9","article-title":"From game design elements to gamefulness","author":"Deterding","year":"2011"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib27","doi-asserted-by":"crossref","first-page":"129","DOI":"10.1177\/001872674900200204","article-title":"A theory of co-operation and competition","volume":"2","author":"Deutsch","year":"1949","journal-title":"Human Relations"},{"issue":"1","key":"10.1016\/j.ijinfomgt.2022.102549_bib28","doi-asserted-by":"crossref","first-page":"142","DOI":"10.1111\/bjet.12977","article-title":"An experimental study on the effects of gamified cooperation and competition on English vocabulary learning","volume":"52","author":"Dindar","year":"2021","journal-title":"British Journal of Educational Technology"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib29","doi-asserted-by":"crossref","first-page":"49","DOI":"10.1016\/j.chb.2013.12.028","article-title":"Effects of cooperative gaming and avatar customization on subsequent spontaneous helping behavior","volume":"33","author":"Dolgov","year":"2014","journal-title":"Computers in Human Behavior"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib30","doi-asserted-by":"crossref","first-page":"121","DOI":"10.1016\/j.compedu.2018.09.017","article-title":"The impact of multimodal collaborative virtual environments on learning: a gamified online debate","volume":"130","author":"Doumanis","year":"2019","journal-title":"Computers & Education"},{"issue":"3","key":"10.1016\/j.ijinfomgt.2022.102549_bib31","doi-asserted-by":"crossref","first-page":"251","DOI":"10.1177\/0270467604265023","article-title":"The ethical implications of the five-stage skill-acquisition model","volume":"24","author":"Dreyfus","year":"2004","journal-title":"Bulletin of Science, Technology & Society"},{"issue":"4","key":"10.1016\/j.ijinfomgt.2022.102549_bib32","doi-asserted-by":"crossref","first-page":"334","DOI":"10.1037\/amp0000241","article-title":"Foundations of teamwork and collaboration","volume":"73","author":"Driskell","year":"2018","journal-title":"The American Psychologist"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib33","doi-asserted-by":"crossref","DOI":"10.1016\/j.ijinfomgt.2020.102211","article-title":"Impact of COVID-19 pandemic on information management research and practice: transforming education, work and life","volume":"55","author":"Dwivedi","year":"2020","journal-title":"International Journal of Information Management"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib34","doi-asserted-by":"crossref","DOI":"10.1016\/j.ijinfomgt.2019.08.002","article-title":"Artificial Intelligence (AI): multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy","volume":"57","author":"Dwivedi","year":"2021","journal-title":"International Journal of Information Management"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib35","doi-asserted-by":"crossref","DOI":"10.1016\/j.ijinfomgt.2021.102458","article-title":"Where knowledge management and information management meet: research directions","volume":"63","author":"Edwards","year":"2022","journal-title":"International Journal of Information Management"},{"issue":"6960","key":"10.1016\/j.ijinfomgt.2022.102549_bib36","doi-asserted-by":"crossref","first-page":"785","DOI":"10.1038\/nature02043","article-title":"The nature of human altruism","volume":"425","author":"Fehr","year":"2003","journal-title":"Nature"},{"issue":"1","key":"10.1016\/j.ijinfomgt.2022.102549_bib37","doi-asserted-by":"crossref","DOI":"10.1186\/s12909-019-1701-0","article-title":"Using online game-based platforms to improve student performance and engagement in histology teaching","volume":"19","author":"Felszeghy","year":"2019","journal-title":"BMC Medical Education"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib38","doi-asserted-by":"crossref","first-page":"124","DOI":"10.1016\/j.chb.2017.12.018","article-title":"Gamification artifacts and crowdsourcing participation: examining the mediating role of intrinsic motivations","volume":"81","author":"Feng","year":"2018","journal-title":"Computers in Human Behavior"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib39","series-title":"Proceedings of the 4th International Conference on Persuasive Technology - Persuasive \u201909","first-page":"1","article-title":"A behavior model for persuasive design","author":"Fogg","year":"2009"},{"issue":"1449","key":"10.1016\/j.ijinfomgt.2022.102549_bib40","doi-asserted-by":"crossref","first-page":"1367","DOI":"10.1098\/rstb.2004.1512","article-title":"The broaden-and-build theory of positive emotions","volume":"359","author":"Fredrickson","year":"2004","journal-title":"Philosophical Transactions of the Royal Society of London Series B, Biological Sciences"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib41","doi-asserted-by":"crossref","first-page":"341","DOI":"10.1016\/j.jbusres.2019.02.009","article-title":"Incentive design and gamification for knowledge management","volume":"106","author":"Friedrich","year":"2020","journal-title":"Journal of Business Research"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib42","doi-asserted-by":"crossref","first-page":"65","DOI":"10.1016\/j.compedu.2018.04.011","article-title":"Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education","volume":"123","author":"Garcia-Sanjuan","year":"2018","journal-title":"Computers & Education"},{"issue":"6","key":"10.1016\/j.ijinfomgt.2022.102549_bib43","doi-asserted-by":"crossref","first-page":"752","DOI":"10.1177\/0146167209333045","article-title":"The effects of prosocial video games on prosocial behaviors: international evidence from correlational, longitudinal, and experimental studies","volume":"35","author":"Gentile","year":"2009","journal-title":"Personality & Social Psychology Bulletin"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib44","doi-asserted-by":"crossref","first-page":"627","DOI":"10.5465\/annals.2018.0057","article-title":"Human trust in artificial intelligence: review of empirical research","volume":"14","author":"Glikson","year":"2020","journal-title":"Academy of Management Annals"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib45","series-title":"The Oxford Handbook of Organizational Psychology (1323\u20131348)","article-title":"Taxonomy and theory in computer supported cooperative work","author":"Grudin","year":"2012"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib46","series-title":"The Blackwell Encyclopedia of Sociology","article-title":"Gamification","author":"Hamari","year":"2019"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib47","unstructured":"Hamari, J., & Koivisto, J. (2013). Social Motivations to Use Gamification: An Empirical Study of Gamifying Exercise. In Proceedings of the 21st European Conference on Information Systems. Utrecht, Netherlands."},{"issue":"4","key":"10.1016\/j.ijinfomgt.2022.102549_bib48","doi-asserted-by":"crossref","first-page":"419","DOI":"10.1016\/j.ijinfomgt.2015.04.006","article-title":"Why Do People Use Gamification Services","volume":"35","author":"Hamari","year":"2015","journal-title":"International Journal of Information Management"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib49","doi-asserted-by":"crossref","unstructured":"Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? \u2010 A Literature Review of Empirical Studies on Gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025\u20133034). IEEE. \u3008https:\/\/doi.org\/10.1109\/HICSS.2014.377\u3009.","DOI":"10.1109\/HICSS.2014.377"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib50","doi-asserted-by":"crossref","first-page":"89833","DOI":"10.1109\/ACCESS.2019.2926622","article-title":"Gamified collaborative environment in moodle","volume":"7","author":"Hasan","year":"2019","journal-title":"IEEE Access"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib51","doi-asserted-by":"crossref","first-page":"151","DOI":"10.1016\/j.ijinfomgt.2018.12.004","article-title":"How motivational feedback increases user\u2019s benefits and continued use: a study on gamification, quantified-self and social networking","volume":"46","author":"Hassan","year":"2019","journal-title":"International Journal of Information Management"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib52","doi-asserted-by":"crossref","first-page":"107171","DOI":"10.1109\/ACCESS.2019.2931565","article-title":"An adaptive feedback system to improve student performance based on collaborative behavior","volume":"7","author":"Hassan","year":"2019","journal-title":"IEEE Access"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib53","doi-asserted-by":"crossref","DOI":"10.1016\/j.ijinfomgt.2021.102308","article-title":"Game on! How gamified loyalty programs boost customer engagement value","volume":"61","author":"Hollebeek","year":"2021","journal-title":"International Journal of Information Management"},{"issue":"1","key":"10.1016\/j.ijinfomgt.2022.102549_bib54","doi-asserted-by":"crossref","first-page":"232","DOI":"10.1016\/j.ijinfomgt.2017.08.009","article-title":"Impact of online gamers\u2019 personality traits on interdependence, network convergence, and continuance intention: perspective of social exchange theory","volume":"38","author":"Huang","year":"2018","journal-title":"International Journal of Information Management"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib55","article-title":"Social gamification affordances in the green it services: perspectives from recognition and social overload","author":"Huang","year":"2020","journal-title":"Internet Research Advance Online Publication"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib56","doi-asserted-by":"crossref","first-page":"444","DOI":"10.1016\/j.compedu.2018.06.022","article-title":"Examining competitive, collaborative and adaptive gamification in young learners\u2019 math learning","volume":"125","author":"Jagu\u0161t","year":"2018","journal-title":"Computers & Education"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib57","series-title":"Handbook of Research on Educational Communications and Technology","first-page":"1017","article-title":"Cooperation and the use of technology","author":"Johnson","year":"1996"},{"issue":"4","key":"10.1016\/j.ijinfomgt.2022.102549_bib58","doi-asserted-by":"crossref","first-page":"285","DOI":"10.3200\/MONO.131.4.285-358","article-title":"New developments in social interdependence theory","volume":"131","author":"Johnson","year":"2005","journal-title":"Genetic, Social, and General Psychology Monographs"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib59","doi-asserted-by":"crossref","first-page":"205","DOI":"10.17705\/1thci.00110","article-title":"Team gaming for team-building: effects on team performance","author":"Keith","year":"2018","journal-title":"AIS Transactions on Human-Computer Interaction"},{"issue":"1","key":"10.1016\/j.ijinfomgt.2022.102549_bib60","doi-asserted-by":"crossref","first-page":"51","DOI":"10.1177\/002200275800200106","article-title":"Compliance, identification, and internalization three processes of attitude change","volume":"2","author":"Kelman","year":"1958","journal-title":"Journal of Conflict Resolution"},{"issue":"3","key":"10.1016\/j.ijinfomgt.2022.102549_bib61","article-title":"Tailored gamification: a review of literature","volume":"144","author":"Klock","year":"2020","journal-title":"International Journal of Human-Computer Studies"},{"issue":"10","key":"10.1016\/j.ijinfomgt.2022.102549_bib62","doi-asserted-by":"crossref","first-page":"13593","DOI":"10.1007\/s11042-018-6913-5","article-title":"A process for designing algorithm-based personalized gamification","volume":"78","author":"Knutas","year":"2019","journal-title":"Multimedia Tools and Applications"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib63","doi-asserted-by":"crossref","first-page":"191","DOI":"10.1016\/j.ijinfomgt.2018.10.013","article-title":"The rise of motivational information systems: a review of gamification research","volume":"45","author":"Koivisto","year":"2019","journal-title":"International Journal of Information Management"},{"year":"2015","series-title":"Experiential Learning: Experience as the Source of Learning and Development","author":"Kolb","key":"10.1016\/j.ijinfomgt.2022.102549_bib64"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib65","doi-asserted-by":"crossref","unstructured":"Kolpondinos, M.Z., & Glinz, M. (2017). Behind Points and Levels - The Influence of Gamification Algorithms on Requirements Prioritization. In Proceedings of the 25th International Requirements Engineering Conference (RE) (332\u2013341). Lisbon, Portugal: IEEE. \u3008https:\/\/doi.org\/10.1109\/RE.2017.59\u3009.","DOI":"10.1109\/RE.2017.59"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib66","doi-asserted-by":"crossref","first-page":"185","DOI":"10.1007\/s00766-019-00314-z","article-title":"GARUSO: a gamification approach for involving stakeholders outside organizational reach in requirements engineering","volume":"25","author":"Kolpondinos","year":"2020","journal-title":"Requirements Engineering"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib67","doi-asserted-by":"crossref","first-page":"712","DOI":"10.3390\/su12020712","article-title":"How to engage with sustainability issues we rarely experience? A gamification model for collective awareness platforms in water-related sustainability","volume":"12","author":"Koroleva","year":"2020","journal-title":"Sustainability"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib68","doi-asserted-by":"crossref","first-page":"183","DOI":"10.1016\/j.jbusres.2021.03.061","article-title":"A broad overview of interactive digital marketing: a bibliometric network analysis","volume":"131","author":"Krishen","year":"2021","journal-title":"Journal of Business Research"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib69","first-page":"161","article-title":"Cross-level moderation of team cohesion in individuals\u2019 utilitarian and hedonic information processing: evidence in the context of team-based gamified training","volume":"20","author":"Kwak","year":"2018","journal-title":"Journal of the Association for Information Systems"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib70","first-page":"1","article-title":"Playing location-based games is associated with psychological well-being: an empirical study of Pok\u00e9mon Go Players","author":"Laato","year":"2021","journal-title":"Behaviour & Information Technology"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib71","series-title":"In Proceedings of the 54th Hawaii International Conference on System Sciences","doi-asserted-by":"crossref","first-page":"744","DOI":"10.24251\/HICSS.2021.091","article-title":"Landlords of the digital world: how territoriality and social identity predict playing intensity in location-based games","author":"Laato","year":"2021"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib72","doi-asserted-by":"crossref","first-page":"82","DOI":"10.1016\/j.intmar.2018.04.004","article-title":"The boundaries of gamification for engaging customers: effects of losing a contest in online co-creation communities","volume":"44","author":"Leclercq","year":"2018","journal-title":"Journal of Interactive Marketing"},{"issue":"4","key":"10.1016\/j.ijinfomgt.2022.102549_bib73","doi-asserted-by":"crossref","first-page":"454","DOI":"10.1080\/10864415.2016.1355638","article-title":"The engagement process during value co-creation: gamification in new product-development platforms","volume":"21","author":"Leclercq","year":"2017","journal-title":"International Journal of Electronic Commerce"},{"issue":"4","key":"10.1016\/j.ijinfomgt.2022.102549_bib74","doi-asserted-by":"crossref","first-page":"1153","DOI":"10.1108\/INTR-04-2020-0208","article-title":"We-intention to continue playing mobile multiplayer games: the role of social play habit","volume":"31","author":"Li","year":"2021","journal-title":"Internet Research"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib75","doi-asserted-by":"crossref","first-page":"43","DOI":"10.1016\/j.compedu.2019.01.013","article-title":"The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment","volume":"133","author":"Liao","year":"2019","journal-title":"Computers & Education"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib76","doi-asserted-by":"crossref","DOI":"10.1016\/j.dss.2020.113468","article-title":"Impact of online gamers\u2019 conscientiousness on team function engagement and loyalty","volume":"142","author":"Liao","year":"2021","journal-title":"Decision Support Systems"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib77","doi-asserted-by":"crossref","DOI":"10.1016\/j.ijinfomgt.2020.102095","article-title":"How online gamers\u2019 participation fosters their team commitment: perspective of social identity theory","volume":"52","author":"Liao","year":"2020","journal-title":"International Journal of Information Management"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib78","doi-asserted-by":"crossref","DOI":"10.1016\/j.cie.2019.02.005","article-title":"A Novel Social Gamified Collaboration Platform Enriched With Shop-Floor Data and Feedback for the Improvement of the Productivity, Safety and Engagement in Factories","author":"Lithoxoidou","year":"2020","journal-title":"Computers & Industrial Engineering, 139"},{"issue":"4","key":"10.1016\/j.ijinfomgt.2022.102549_bib79","doi-asserted-by":"crossref","first-page":"1011","DOI":"10.25300\/MISQ\/2017\/41.4.01","article-title":"Toward meaningful engagement: a framework for design and research of gamified information systems","volume":"41","author":"Liu","year":"2017","journal-title":"MIS Quarterly"},{"issue":"5","key":"10.1016\/j.ijinfomgt.2022.102549_bib80","doi-asserted-by":"crossref","first-page":"265","DOI":"10.1111\/j.1467-8721.2006.00449.x","article-title":"New directions in goal-setting theory","volume":"15","author":"Locke","year":"2006","journal-title":"Current Directions in Psychological Science"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib81","first-page":"171","article-title":"Gamified requirements engineering: model and experimentation. In Lecture Notes in Computer Science","volume":"Vol. 9619","author":"Lombriser","year":"2016"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib82","article-title":"EmoFindAR: evaluation of a mobile multiplayer augmented reality game for primary school children","volume":"149","author":"L\u00f3pez-Faican","year":"2020","journal-title":"Computers & Education"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib83","unstructured":"Lounis, S., Pramatari, K., & Theotokis, A. (2014). Gamification is All About Fun: The Role of Incentive Type and Community Collaboration. In Proceedings of the 22nd European Conference on Information Systems (ECIS 2014). Symposium conducted at the meeting of ECIS."},{"issue":"7","key":"10.1016\/j.ijinfomgt.2022.102549_bib84","doi-asserted-by":"crossref","first-page":"515","DOI":"10.17705\/1jais.00403","article-title":"Proposing the Multimotive Information Systems Continuance Model (MISC) to Better Explain End-User System Evaluations and Continuance Intentions","volume":"16","author":"Lowry","year":"2015","journal-title":"Journal of the Association for Information Systems"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib85","doi-asserted-by":"crossref","first-page":"110","DOI":"10.1016\/j.chb.2017.08.025","article-title":"Games at work: examining a model of team effectiveness in an interdependent gaming task","volume":"77","author":"Luu","year":"2017","journal-title":"Computers in Human Behavior"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib86","doi-asserted-by":"crossref","first-page":"117","DOI":"10.3991\/ijep.v9i2.10163","article-title":"Fun and engagement in lecture halls through social gamification","volume":"9","author":"Mader","year":"2019","journal-title":"International Journal of Engineering Pedagogy"},{"issue":"5","key":"10.1016\/j.ijinfomgt.2022.102549_bib87","doi-asserted-by":"crossref","first-page":"567","DOI":"10.1016\/j.ijinfomgt.2014.05.003","article-title":"Does a contextualized theory of planned behavior explain why teenagers stay in virtual worlds?","volume":"34","author":"M\u00e4ntym\u00e4ki","year":"2014","journal-title":"International Journal of Information Management"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib88","doi-asserted-by":"crossref","first-page":"210","DOI":"10.1016\/j.ijinfomgt.2013.12.010","article-title":"Digital natives in social virtual worlds: a multi-method study of gratifications and social influences in Habbo Hotel","volume":"34","author":"M\u00e4ntym\u00e4ki","year":"2014","journal-title":"International Journal of Information Management"},{"issue":"3","key":"10.1016\/j.ijinfomgt.2022.102549_bib89","doi-asserted-by":"crossref","first-page":"356","DOI":"10.2307\/259182","article-title":"A temporally based framework and taxonomy of team processes","volume":"26","author":"Marks","year":"2001","journal-title":"Academy of Management Review"},{"issue":"4","key":"10.1016\/j.ijinfomgt.2022.102549_bib90","doi-asserted-by":"crossref","first-page":"2583","DOI":"10.1007\/s10664-020-09816-9","article-title":"A gamification solution for improving scrum adoption","volume":"25","author":"Marques","year":"2020","journal-title":"Empirical Software Engineering"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib91","doi-asserted-by":"crossref","first-page":"399","DOI":"10.4018\/ijgbl.2015040103","article-title":"Gamified Assessment Supported by a Dynamic 3D Collaborative Game","volume":"5","author":"Mavridis","year":"2015","journal-title":"International Journal of Game-Based Learning"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib92","doi-asserted-by":"crossref","first-page":"145","DOI":"10.1177\/1056492618790921","article-title":"The gamification of work: lessons from crowdsourcing","volume":"28","author":"Morschheuser","year":"2019","journal-title":"Journal of Management Inquiry"},{"issue":"7","key":"10.1016\/j.ijinfomgt.2022.102549_bib93","doi-asserted-by":"crossref","first-page":"26","DOI":"10.1016\/j.ijhcs.2017.04.005","article-title":"Gamified crowdsourcing: conceptualization, literature review, and future agenda","volume":"106","author":"Morschheuser","year":"2017","journal-title":"International Journal of Human-Computer Studies"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib94","doi-asserted-by":"crossref","first-page":"7","DOI":"10.1016\/j.ijhcs.2018.10.001","article-title":"Cooperation or Competition\u2013When do People Contribute More? A Field Experiment on Gamification of Crowdsourcing","volume":"127","author":"Morschheuser","year":"2019","journal-title":"International Journal of Human-Computer Studies"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib95","doi-asserted-by":"crossref","first-page":"219","DOI":"10.1016\/j.infsof.2017.10.015","article-title":"How to Design Gamification? A Method for Engineering Gamified Software","volume":"95","author":"Morschheuser","year":"2018","journal-title":"Information and Software Technology"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib96","series-title":"Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing","first-page":"2410","article-title":"Designing cooperative gamification: conceptualization and prototypical implementation","author":"Morschheuser","year":"2017"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib97","doi-asserted-by":"crossref","first-page":"169","DOI":"10.1016\/j.chb.2017.08.026","article-title":"How Games Induce Cooperation? A Study on the Relationship Between Game Features and We-Intentions in an Augmented Reality Game","volume":"77","author":"Morschheuser","year":"2017","journal-title":"Computers in Human Behavior"},{"issue":"9","key":"10.1016\/j.ijinfomgt.2022.102549_bib98","doi-asserted-by":"crossref","first-page":"970","DOI":"10.1080\/0144929X.2019.1635646","article-title":"Gamification inducing creative ideation: a parallel mediation model","volume":"39","author":"Nivedhitha","year":"2020","journal-title":"Behaviour & Information Technology"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib99","series-title":"In Interactivity, Game Creation, Design, Learning, and Innovation (366\u2013375)","article-title":"Using gamification for supporting an introductory programming course. The case of classcraft in a secondary education classroom","author":"Papadakis","year":"2017"},{"year":"1951","series-title":"The Social System: The Major Exposition of the Author\u2019s Conceptual Scheme for the Analysis of the Dynamics, of the Social System","author":"Parsons","key":"10.1016\/j.ijinfomgt.2022.102549_bib100"},{"issue":"4","key":"10.1016\/j.ijinfomgt.2022.102549_bib101","doi-asserted-by":"crossref","first-page":"499","DOI":"10.1111\/caim.12284","article-title":"Gamification approaches to the early stage of innovation","volume":"27","author":"Patr\u00edcio","year":"2018","journal-title":"Creativity and Innovation Management"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib102","series-title":"Communication and Persuasion","first-page":"1","article-title":"The elaboration likelihood model of persuasion","author":"Petty","year":"1986"},{"issue":"6","key":"10.1016\/j.ijinfomgt.2022.102549_bib103","doi-asserted-by":"crossref","first-page":"910","DOI":"10.1002\/cae.21843","article-title":"MyMOOCSpace: a cloud\u2010based mobile system to support effective collaboration in higher education online courses","volume":"25","author":"Ram\u00edrez\u2010Donoso","year":"2017","journal-title":"Computer Applications in Engineering Education"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib104","unstructured":"Riar, M. (2020). Using Gamification to Motivate Cooperation: A Review. In International Conference on Information Systems (ICIS). Hyderabad, India."},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib105","series-title":"Routledge Studies in Management, Organizations and Society. Organizational Gamification","first-page":"109","article-title":"The Gamification of Enterprise Cooperation: A Cross-Comparison of Case Studies. In M. Vesa (Ed.)","author":"Riar","year":"2021"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib106","doi-asserted-by":"crossref","unstructured":"Riar, M., Morschheuser, B., Hamari, J., & Zarnekow, R. (2020). How Game Features Give Rise to Altruism and Collective Action? Implications for Cultivating Cooperation by Gamification. In Proceedings of the 53rd Hawaii International Conference on System Sciences (pp. 695\u2013704). Hawaii, USA. \u3008https:\/\/doi.org\/10.24251\/HICSS.2020.086\u3009.","DOI":"10.24251\/HICSS.2020.086"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib107","doi-asserted-by":"crossref","first-page":"371","DOI":"10.1016\/j.chb.2016.12.033","article-title":"How gamification motivates: an experimental study of the effects of specific game design elements on psychological need satisfaction","volume":"69","author":"Sailer","year":"2017","journal-title":"Computers in Human Behavior"},{"issue":"1","key":"10.1016\/j.ijinfomgt.2022.102549_bib108","doi-asserted-by":"crossref","first-page":"75","DOI":"10.1111\/bjet.12948","article-title":"Gamification of in\u2010class activities in flipped classroom lectures","volume":"52","author":"Sailer","year":"2020","journal-title":"British Journal of Educational Technology"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib109","article-title":"The co-creative approach to digital simulation games in social science education","volume":"149","author":"Sanina","year":"2020","journal-title":"Computers & Education"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib110","series-title":"In Proceedings of the 28th International Conference on Human Factors in Computing Systems - Chi \u201910","first-page":"253","article-title":"Understanding and Evaluating Cooperative Games","author":"Seif El-Nasr","year":"2010"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib111","doi-asserted-by":"crossref","first-page":"157","DOI":"10.1007\/s10796-009-9193-9","article-title":"How Social Influence Affects We-Intention to Use Instant Messaging: The Moderating Effect of Usage Experience","volume":"13","author":"Shen","year":"2011","journal-title":"Information Systems Frontiers"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib112","doi-asserted-by":"crossref","first-page":"152","DOI":"10.1057\/jit.2010.12","article-title":"Gender differences in intentional social action: we-intention to engage in social network-facilitated team collaboration","volume":"25","author":"Shen","year":"2010","journal-title":"Journal of Information Technology"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib113","doi-asserted-by":"crossref","first-page":"88","DOI":"10.1016\/j.jbusres.2021.04.007","article-title":"Moving beyond the content: the role of contextual cues in the effectiveness of gamification of advertising","volume":"132","author":"Sreejesh","year":"2021","journal-title":"Journal of Business Research"},{"issue":"6","key":"10.1016\/j.ijinfomgt.2022.102549_bib114","article-title":"Gamified performance assessment of collaborative problem solving skills","volume":"104","author":"Stoeffler","year":"2020","journal-title":"Computers in Human Behavior"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib115","doi-asserted-by":"crossref","first-page":"416","DOI":"10.1108\/JKM-10-2016-0429","article-title":"How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach","volume":"21","author":"Suh","year":"2017","journal-title":"Journal of Knowledge Management"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib116","doi-asserted-by":"crossref","first-page":"222","DOI":"10.1016\/j.ijinfomgt.2019.01.008","article-title":"The Battle of Brain vs. Heart: A Literature Review and Meta-Analysis of \u201cHedonic Motivation\u201d Use in UTAUT2","volume":"46","author":"Tamilmani","year":"2019","journal-title":"International Journal of Information Management"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib117","doi-asserted-by":"crossref","first-page":"49","DOI":"10.1016\/j.dss.2018.08.007","article-title":"Look to the future: enhancing online gamer loyalty from the perspective of the theory of consumption values","volume":"114","author":"Teng","year":"2018","journal-title":"Decision Support Systems"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib118","doi-asserted-by":"crossref","DOI":"10.1016\/j.tele.2021.101626","article-title":"How can Avatar\u2019s item customizability impact gamer loyalty?","volume":"62","author":"Teng","year":"2021","journal-title":"Telematics and Informatics"},{"issue":"2\u20133","key":"10.1016\/j.ijinfomgt.2022.102549_bib119","doi-asserted-by":"crossref","first-page":"67","DOI":"10.1016\/0950-7051(95)98369-H","article-title":"Overview of human-computer collaboration","volume":"8","author":"Terveen","year":"1995","journal-title":"Knowledge-Based Systems"},{"issue":"6","key":"10.1016\/j.ijinfomgt.2022.102549_bib120","doi-asserted-by":"crossref","first-page":"425","DOI":"10.1177\/001872678804100601","article-title":"Cooperative and competitive dynamics within and between organizational units","volume":"41","author":"Tjosvold","year":"1988","journal-title":"Human Relations"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib121","doi-asserted-by":"crossref","first-page":"294","DOI":"10.1016\/j.ijinfomgt.2018.10.001","article-title":"An approach for planning and deploying gamification concepts with social networks within educational contexts","volume":"46","author":"Toda","year":"2019","journal-title":"International Journal of Information Management"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib122","doi-asserted-by":"crossref","DOI":"10.1016\/j.ijinfomgt.2021.102439","article-title":"How does media richness foster online gamer loyalty","volume":"62","author":"Tseng","year":"2022","journal-title":"International Journal of Information Management"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib123","series-title":"Stanford series in philosophy","article-title":"The Importance of Us: A Philosophical Study of Basic Social Notions","author":"Tuomela","year":"1995"},{"issue":"3","key":"10.1016\/j.ijinfomgt.2022.102549_bib124","doi-asserted-by":"crossref","first-page":"327","DOI":"10.1007\/s11098-005-7781-1","article-title":"We-intentions revisited","volume":"125","author":"Tuomela","year":"2005","journal-title":"Philosophical Studies"},{"issue":"1","key":"10.1016\/j.ijinfomgt.2022.102549_bib125","doi-asserted-by":"crossref","first-page":"124","DOI":"10.1007\/s11528-019-00442-x","article-title":"Investigating the effectiveness of gamification on group cohesion, attitude, and academic achievement in collaborative learning environments","volume":"64","author":"Uz Bilgin","year":"2020","journal-title":"TechTrends"},{"issue":"3","key":"10.1016\/j.ijinfomgt.2022.102549_bib126","first-page":"1","article-title":"Gamification of query-driven knowledge sharing systems","volume":"62","author":"Van Toorn","year":"2020","journal-title":"Behaviour & Information Technology"},{"issue":"13","key":"10.1016\/j.ijinfomgt.2022.102549_bib127","article-title":"A collaborative approach for semantic time-based video annotation using gamification","volume":"7","author":"Viana","year":"2017","journal-title":"Human-Centric Computing and Information Sciences"},{"issue":"1","key":"10.1016\/j.ijinfomgt.2022.102549_bib128","doi-asserted-by":"crossref","first-page":"3","DOI":"10.1080\/17439760903271116","article-title":"Experiencing flow: is doing it together better than doing it alone","volume":"5","author":"Walker","year":"2010","journal-title":"The Journal of Positive Psychology"},{"issue":"06","key":"10.1016\/j.ijinfomgt.2022.102549_bib129","doi-asserted-by":"crossref","first-page":"88","DOI":"10.3991\/ijet.v16i06.18495","article-title":"A systematic review of serious games for collaborative learning: theoretical framework, game mechanic and efficiency assessment","volume":"16","author":"Wang","year":"2021","journal-title":"International Journal of Emerging Technologies in Learning (IJET)"},{"issue":"3","key":"10.1016\/j.ijinfomgt.2022.102549_bib130","doi-asserted-by":"crossref","first-page":"344","DOI":"10.1089\/cpb.2007.0045","article-title":"Helping others in online games: prosocial behavior in cyberspace","volume":"11","author":"Wang","year":"2008","journal-title":"Cyberpsychology & Behavior: The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib131","unstructured":"Webster, J., & Watson, R.T. (2002). Analyzing the Past to Prepare for the Future: Writing a Literature Review. MIS Quarterly, 26(2), xiii\u2013xxiii."},{"issue":"8","key":"10.1016\/j.ijinfomgt.2022.102549_bib132","doi-asserted-by":"crossref","first-page":"2057","DOI":"10.1007\/s12053-018-9691-z","article-title":"Examining community-level collaborative vs. competitive approaches to enhance household electricity-saving behavior","volume":"11","author":"Wemyss","year":"2018","journal-title":"Energy Efficiency"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib133","doi-asserted-by":"crossref","DOI":"10.1016\/j.ijinfomgt.2021.102391","article-title":"Information Management Can\u2019t Be All Fun and Games, Can It? How Gamified Experiences Foster Information Exchange in Multi-Actor Service Ecosystems","volume":"61","author":"Weretecki","year":"2021","journal-title":"International Journal of Information Management"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib134","doi-asserted-by":"crossref","first-page":"38","DOI":"10.1177\/002224299105500205","article-title":"A framework for promoting cooperation","volume":"55","author":"Wiener","year":"1991","journal-title":"Journal of Marketing"},{"issue":"3","key":"10.1016\/j.ijinfomgt.2022.102549_bib135","doi-asserted-by":"crossref","first-page":"153","DOI":"10.17705\/1jais.00325","article-title":"Effects of extrinsic and intrinsic motivators on using utilitarian, hedonic, and dual-purposed information systems: a meta-analysis","volume":"14","author":"Wu","year":"2013","journal-title":"Journal of the Association for Information Systems"},{"issue":"7","key":"10.1016\/j.ijinfomgt.2022.102549_bib136","doi-asserted-by":"crossref","first-page":"210","DOI":"10.1016\/j.ijinfomgt.2018.12.002","article-title":"Does Gamification Satisfy Needs? A Study on the Relationship between Gamification Features and Intrinsic Need Satisfaction","volume":"46","author":"Xi","year":"2019","journal-title":"International Journal of Information Management"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib137","unstructured":"Ye, Q., Feng, Y., Yang, P., Yang, C., & Yang, L. (2019). The Influence of Gamification Mechanics on Online Group-buying Participation. In Proceedings of the 25th Americas Conference on Information Systems (AMCIS)."},{"issue":"6","key":"10.1016\/j.ijinfomgt.2022.102549_bib138","doi-asserted-by":"crossref","first-page":"772","DOI":"10.1089\/cpb.2006.9.772","article-title":"Motivations for play in online games","volume":"9","author":"Yee","year":"2006","journal-title":"Cyberpsychology & Behavior: The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society"},{"issue":"5","key":"10.1016\/j.ijinfomgt.2022.102549_bib139","doi-asserted-by":"crossref","DOI":"10.3390\/en12050913","article-title":"Development and field demonstration of a gamified residential demand management platform compatible with smart meters and building automation systems","volume":"12","author":"Zehir","year":"2019","journal-title":"Energies"},{"issue":"11","key":"10.1016\/j.ijinfomgt.2022.102549_bib140","doi-asserted-by":"crossref","first-page":"145","DOI":"10.1145\/1400214.1400244","article-title":"Motivational Affordances: Reasons for ICT Design and Use","volume":"51","author":"Zhang","year":"2008","journal-title":"Commun ACM"},{"issue":"2","key":"10.1016\/j.ijinfomgt.2022.102549_bib141","doi-asserted-by":"crossref","first-page":"89","DOI":"10.17083\/ijsg.v6i2.275","article-title":"User acceptance evaluation of a gamified knowledge sharing platform for use in industrial environments","volume":"6","author":"Zikos","year":"2019","journal-title":"International Journal of Serious Games"},{"key":"10.1016\/j.ijinfomgt.2022.102549_bib142","doi-asserted-by":"crossref","unstructured":"Zimmerling, E., Hoflinger, P.J., Sandner, P., & Welpe, I.M. (2016). Increasing the Creative Output at the Fuzzy Front End of Innovation - A Concept for a Gamified Internal Enterprise Ideation Platform. In Proceedings of the 49th Hawaii International Conference on System Sciences (837\u2013846). Hawaii, USA: HICSS. \u3008https:\/\/doi.org\/10.1109\/HICSS.2016.108\u3009.","DOI":"10.1109\/HICSS.2016.108"}],"container-title":["International Journal of Information Management"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/api.elsevier.com\/content\/article\/PII:S0268401222000834?httpAccept=text\/xml","content-type":"text\/xml","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/api.elsevier.com\/content\/article\/PII:S0268401222000834?httpAccept=text\/plain","content-type":"text\/plain","content-version":"vor","intended-application":"text-mining"}],"deposited":{"date-parts":[[2024,4,6]],"date-time":"2024-04-06T09:32:38Z","timestamp":1712395958000},"score":1,"resource":{"primary":{"URL":"https:\/\/linkinghub.elsevier.com\/retrieve\/pii\/S0268401222000834"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2022,12]]},"references-count":142,"alternative-id":["S0268401222000834"],"URL":"https:\/\/doi.org\/10.1016\/j.ijinfomgt.2022.102549","relation":{},"ISSN":["0268-4012"],"issn-type":[{"type":"print","value":"0268-4012"}],"subject":[],"published":{"date-parts":[[2022,12]]},"assertion":[{"value":"Elsevier","name":"publisher","label":"This article is maintained by"},{"value":"Gamification of cooperation: A framework, literature review and future research agenda","name":"articletitle","label":"Article Title"},{"value":"International Journal of Information Management","name":"journaltitle","label":"Journal Title"},{"value":"https:\/\/doi.org\/10.1016\/j.ijinfomgt.2022.102549","name":"articlelink","label":"CrossRef DOI link to publisher maintained version"},{"value":"article","name":"content_type","label":"Content Type"},{"value":"\u00a9 2022 The Authors. Published by Elsevier Ltd.","name":"copyright","label":"Copyright"}],"article-number":"102549"}}