Instruct: Given a paper title, retrieve paper titles that are cited by the given paper.
Query: Gamification - Design of IT-Based Enhancing Services for Motivational Support and Behavioral Change
From game design elements to gamefulness: defining "gamification"
Towards a Gamification Framework for Software Process Improvement Initiatives: Construction and Validation.
Gamification of online surveys: conceptual foundations and a design process based on the MDA framework
A User-Centered Theoretical Framework for Meaningful Gamification
Gamification in E-Commerce - A Survey Based on the Octalysis Framework.
Climbing Up the Leaderboard: An Empirical Study of Applying Gamification Techniques to a Computer Programming Class
Gamification and Sustainable Consumption: Overcoming the Limitations of Persuasive Technologies
Gamification in intelligent tutoring systems
gamification solutions to enhance software user engagement - a systematic review .
Gamify Employee Collaboration - A Critical Review of Gamification Elements in Social Software
Reconceptualising gamification : play and pedagogy
Engaging by design: How engagement strategies in popular computer and video games can inform instructional design
Does gamification increase engagement with online programs? A systematic review
Effects of gamification on participation and data quality in a real-world market research domain
Informational vs. Controlling Gamification: A Study Design
Gamification – How games can level up our everyday life ?
Exploring the Motivational Affordances of Danmaku Video Sharing Websites: Evidence from Gamification Design
Encouraging user behaviour with achievements: An empirical study
Competition as an element of gamification for learning: an exploratory longitudinal investigation
Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training
The SAMS: Smartphone Addiction Management System and Verification
Three-Dimensional Mathematical Model for Deformation of Human Fasciae in Manual Therapy
Practical, appropriate, empirically-validated guidelines for designing educational games
Watch and learn: Semi-supervised learning of object detectors from videos
Power without wires