--------- GAMIFICATION ---------

Productivity, Self-Improvement, and Pro-sociality through Crowdsourcing

References

Home

1 Deterding, S., Dixon, D., Khaled, R., & Lennart, N. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. Retrieved from http://dl.acm.org/citation.cfm?id=2181040

2 Deterding, S. (2012). Gamification: Designing for Motivation, 19(4): 14-17. doi: 10.1145/2212877.2212883. Retrieved from https://www.cs.auckland.ac.nz/courses/compsci747s2c/lectures/paul/p14-deterding.pdf

The Meaning of Games

3 McGonigal, J. (2011). Reality is Broken: Why Games Makes us Better and How They Can Change the World: https://books.google.com/books?id=yiOtN_kDJZgC&printsec=frontcover&hl=es#v=onepage&q&f=false

4 Rawlinson, George, trans., with Henry Rawlinson and J. G. Wilkinson. The History of Herodotus: A New English Version (New York: D. Appleton, 1861), 182.http://www.archive.org/stream/historyofherodot01herouoft#page/n5/mode/2up.

5 Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work?-A Literature Review of Empirical Studies on Gamification. doi: 10.1109/HICSS.2014.377. Retrieved from http://people.uta.fi/~kljuham/2014-hamari_et_al-does_gamification_work.pdf

Positive Psychology

6 Nelson, D.L.,& Simmons. B. L. (2003). “Eustress: An Elusive Construct, and Engaging Pursuit.” Research in Occupational Stress and Well-being, 2003, 3: 265-322.

7 Lyubormirsky, S. (2007). The How of Happiness http://www.goodreads.com/book/show/2326098.The_How_of_Happiness

8 Csíkszentmihályi, M. (1975). Beyond Boredom and Anxiety. Retrieved from http://psy2.ucsd.edu/~nchristenfeld/Happiness_Readings_files/Class%207%20-%20Csikszentmihalyi%201975.pdf

9 Ben-Shahar, T. (2007). Happier: Learn the Secrets to Daily Joy and Lasting Fulfillment: http://www.amazon.com/Happier-Learn-Secrets-Lasting-Fulfillment/dp/0071492399

10 McGonigal, J. (2011). Reality is Broken: Why Games Makes us Better and How They Can Change the World: https://books.google.com/books?id=yiOtN_kDJZgC&printsec=frontcover&hl=es#v=onepage&q&f=false

11 Hoeft, F., Watson, C. L., Kesler, S. R., Bettinger K. E., & Reiss, A. L. (2008). “Gender Differences in the Mesocorticolimbic System during Computer Game-Play.” Journal of Psychiatric Research, March 2008, 42(4): 253-8. http://www.ncbi.nlm.nih.gov/pubmed/18194807

12 Keltner, D. (2009). Born to be Good, p.268.https://books.google.com/books?id=UD6ki-KyIRAC&pg=PA313&lpg=PA313&dq=Keltner,+Born+to+be+Good,+268&source=bl&ots=c6bWVp-R2F&sig=P9eLJp23WNPkWrUJPIup3LT2cM8&hl=es&sa=X&ved=0ahUKEwjolJKpuKDMAhUY4mMKHY-rDHsQ6AEINjAE#v=onepage&q=Keltner%2C%20Born%20to%20be%20Good%2C%20268&f=false

Productivity

13 Bardzell, S., Bardzell, J., Pace, T., & Reed. K. (2008). “Blissfully Productive: Grouping and Cooperation in World of Warcraft Instance Runs.” In Proceedings of the 2008 ACM Conference on Computer Supported Cooperative Work, San Diego, November 8-12, 2008 (New York: ACM, 2008), 357-60. doi: http://doi.acm.org/10.1145/1460563.1460621

14 Lyubormirsky,, S. (2007). The How of Happiness http://www.goodreads.com/book/show/2326098.The_How_of_Happiness

15 Seligman, M. (2004). Authentic Happiness https://www.amazon.es/Authentic-Happiness-Psychology-Potential-Fulfillment/dp/0743222989

16 Nelson, D. L., and Simmons, B. L. (2003). “Eustress: An Elusive Construct, and Engaging Pursuit.” Research in Occupational Stress and Well-being, 2003, 3: 265-322.

17 Bateman, C. (2008) “Top Ten Videogame Emotions.” Only a Game, April 9, 2008. http://onlyagame.typepad.cpm/only_a_game/2008/04/top-ten-videoga.html

18 McGonigal, J. (2011). Reality is Broken: Why Games Makes us Better and How They Can Change the World: https://books.google.com/books?id=yiOtN_kDJZgC&printsec=frontcover&hl=es#v=onepage&q&f=false

19 Kalde, M. K. (2015). Behavioral changes through serious health games: a viable alternative to traditional treatments/techniques? http://essay.utwente.nl/68527/1/Kalde_BA_MB.pdf

Self-Improvement

20 Seligman, M. (1998). Learned Optimism: How to Change Your Mind and Your Life (New York: Free Press), 164-174. http://www.amazon.com/Learned-Optimism-Martin-E-Seligman/dp/1442341130

21 Sutton-Smith, B. (2001). Ambiguity of Play (Cambridge: Harvard University Press, 2001), 198.http://www.hup.harvard.edu/catalog.php?isbn=9780674005815

22 McGonigal, J. (2011). Reality is Broken: Why Games Makes us Better and How They Can Change the World: https://books.google.com/books?id=yiOtN_kDJZgC&printsec=frontcover&hl=es#v=onepage&q&f=false

23 Roepke, A. M., Jaffee, S. R., Riffle, O. L., McGonigal, J., Broome, R., & Maxwell, B. (2015). Randomized Controlled Trial of SuperBetter, a Smarthphone-Based/Internet-Based Self-Help Tool to Reduce Depressive Symptoms. Games for Health Journal: Research, Development, and Clinical Applications, 4(3). doi: 10.1089/g4h.2014.0046 https://annmarieroepke.files.wordpress.com/2013/08/superbetter-study-results-bulletin-8-15-13.pdf

24 Thompson, D., Baranowski, T., Buday, R., Baranowski, J., Thompson, V., Jago, R., & Griffith, M. J. (2008). Serious video games for health: how behavioral science guided the design of a game on diabetes and obesity. Simulation & Gaming. http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2919172/

25 Grimley, D., Prochaska, J. O., Velicer, W. F., Blais, L. M., & DiClemente, C. C. (1994). The transtheoretical model of change. Changing the self: Philosophies, techniques, and experiences, 201-227. http://www.prochange.com/transtheoretical-model-of-behavior-change

26 Fox, J., & Bailenson, J. N. (2009). Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors. Media Psychology, 12: 1-25. doi: 10.1080/15213260802669474. Retrieved from: https://vhil.stanford.edu/mm/2009/fox-mp-selfmodeling.pdf

Crowdsourcing

27 Howe, J. (2006). Crowdsourcing: Why the Power of the Crowd is Driving the Future of Business (New York: Crown Business, 2008), 4-17. http://dl.acm.org/citation.cfm?id=1481457

28 Foldit: http://fold.it/portal/info/science#whatpf

29 McGonigal, J. (2011). Reality is Broken: Why Games Makes us Better and How They Can Change the World: https://books.google.com/books?id=yiOtN_kDJZgC&printsec=frontcover&hl=es#v=onepage&q&f=false

30 Puente, M. (2008). Learn, Fight Hunger, Kill Time all at Once at Freerice.com. Retrieved from: http://www.usatoday.com/life/lifestyle/2008-01-23-freerice_N.htm

Mountain View

Mountain View