6. Források

Armstrong, M. B., Landers, R. N., & Collmus, A. B. (2016). Gamifying Recruitment, Selection, Training, and Performance Management. In Emerging Research and Trends in Gamification, pp.140–165. Available from: https://doi.org/10.4018/978-1-4666-8651-9.ch007 [accessed 9 July 2024].

Chou, Y.K. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. CreateSpace Independent Publishing Platform, Octalysis Media.

Chou, Y.K. (2024). Gamification Examples. Octalysis Framework. Available from: https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/ [accessed 17 July 2024].

Dalton, R. P., & Luongo, F. (2019). Play May Be a Deeper Part of Human Nature Than We Thought. Scientific American. Available from: https://www.scientificamerican.com/article/play-may-be-a-deeper-part-of-human-nature-than-we-thought/ [accessed 12 June 2024].

Göschlberger, B.; Bruck, P. (2017). Gamification in mobile and workplace integrated microlearning. Conference paper. December 2017. 545-552. Available from: https://doi.org/10.1145/3151759.3151795 [accessed 17 July 2024].

Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional Flow Scale-2. Computers in Human Behaviour. Available from: https://doi.org/10.1016/j.chb.2014.07.048 [accessed 9 July 2024].

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceeding 2014, 47th Hawaii International Conference on System Sciences, pp.3025–3034. HI: IEEE. Available from: https://doi.org/10.1109/HICSS.2014.377 [accessed 21 May 2024].

Kari, T., Piippo, J., Frank, L., Makkonen, M., Moilanen, P. (2016). To Gamify or Not to Gamify? Gamification in Exercise Applications and Its Role in Impacing Exercise Motivation. BLED 2016 Proceedings. 20. Available from: https://aisel.aisnet.org/bled2016/20 [accessed 11 July 2024].

Koivisto, Phd, J., Malik, Phd, A. (2020). Gamification for Older Adults: A Systematic Literature Review. The Gerontologist, Volume 61(7), October 2021, pp.e360–e372. Available from: https://doi.org/10.1093/geront/gnaa047. [accessed 11 May 2024].

Larsson, R. S. (2013). Motivations in Sports and Fitness Gamification. A study to understand what motivates the users of sports and fitness gamification services. [Master thesis]. Umeå University. Department of Informatics. Available from: https://umu.diva-portal.org/smash/get/diva2:654720/FULLTEXT01.pdf [accessed 17 June 2024].

Leutner, F., Codreanu, S-C., Brink, S., Bitsakis, T. (2023). Game-based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience. Frontiers in Psychology. Vol.13 -2022. Available from: https://doi.org/10.3389/fpsyg.2022.942662 [accessed 17 July 2024].

Marczewski, A. (2014). Is it gamification if …? - Gamified UK. Gamification & Life in General. Gamification Expert. Available from: http://www.gamified.co.uk/2014/11/20/gamification/ [accessed 9 July 2024].

Martinho, D. et al. (2020). A systematic review of gamification techniques applied to elderly care. Artificial Intelligence Review (2020) 53:4863–4901. Available from: https://doi.org/10.1007/s10462-020-09809-6 [accessed 17 June 2024].

OpenAI (2024). ChatGPT [Large language model]. https://chatgpt.com

Povah, N., Riley, P., Routledge, H. (2018). Games-based assessment: The expert guide. White Paper. PSI online Available from https://www.psionline.com/wp content/uploads/GamesBasedAssessment_WhitePaper.pdf [accessed 12 June 2024].

The HRDIRECTOR (2014, March 25). A Brief History of Gamification. Available from: https://www.thehrdirector.com/features/gamification/a-brief-history-of-gamification/ [accessed 12 June 2024].

Armstrong, M. B., Landers, R. N., & Collmus, A. B. (2016). Gamifying Recruitment, Selection, Training, and Performance Management. In Emerging Research and Trends in Gamification, pp.140–165. Available from: https://doi.org/10.4018/978-1-4666-8651-9.ch007 [accessed 9 July 2024].

Chou, Y.K. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. CreateSpace Independent Publishing Platform, Octalysis Media.

Chou, Y.K. (2024). Gamification Examples. Octalysis Framework. Available from: https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/ [accessed 17 July 2024].

Dalton, R. P., & Luongo, F. (2019). Play May Be a Deeper Part of Human Nature Than We Thought. Scientific American. Available from: https://www.scientificamerican.com/article/play-may-be-a-deeper-part-of-human-nature-than-we-thought/ [accessed 12 June 2024].

Göschlberger, B.; Bruck, P. (2017). Gamification in mobile and workplace integrated microlearning. Conference paper. December 2017. 545-552. Available from: https://doi.org/10.1145/3151759.3151795 [accessed 17 July 2024].

Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional Flow Scale-2. Computers in Human Behaviour. Available from: https://doi.org/10.1016/j.chb.2014.07.048 [accessed 9 July 2024].

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceeding 2014, 47th Hawaii International Conference on System Sciences, pp.3025–3034. HI: IEEE. Available from: https://doi.org/10.1109/HICSS.2014.377 [accessed 21 May 2024].

Kari, T., Piippo, J., Frank, L., Makkonen, M., Moilanen, P. (2016). To Gamify or Not to Gamify? Gamification in Exercise Applications and Its Role in Impacing Exercise Motivation. BLED 2016 Proceedings. 20. Available from: https://aisel.aisnet.org/bled2016/20 [accessed 11 July 2024].

Koivisto, Phd, J., Malik, Phd, A. (2020). Gamification for Older Adults: A Systematic Literature Review. The Gerontologist, Volume 61(7), October 2021, pp.e360–e372. Available from: https://doi.org/10.1093/geront/gnaa047. [accessed 11 May 2024].

Larsson, R. S. (2013). Motivations in Sports and Fitness Gamification. A study to understand what motivates the users of sports and fitness gamification services. [Master thesis]. Umeå University. Department of Informatics. Available from: https://umu.diva-portal.org/smash/get/diva2:654720/FULLTEXT01.pdf [accessed 17 June 2024].

Leutner, F., Codreanu, S-C., Brink, S., Bitsakis, T. (2023). Game-based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience. Frontiers in Psychology. Vol.13 -2022. Available from: https://doi.org/10.3389/fpsyg.2022.942662 [accessed 17 July 2024].

Marczewski, A. (2014). Is it gamification if …? - Gamified UK. Gamification & Life in General. Gamification Expert. Available from: http://www.gamified.co.uk/2014/11/20/gamification/ [accessed 9 July 2024].

Martinho, D. et al. (2020). A systematic review of gamification techniques applied to elderly care. Artificial Intelligence Review (2020) 53:4863–4901. Available from: https://doi.org/10.1007/s10462-020-09809-6 [accessed 17 June 2024].

OpenAI (2024). ChatGPT [Large language model]. https://chatgpt.com

Povah, N., Riley, P., Routledge, H. (2018). Games-based assessment: The expert guide. White Paper. PSI online Available from https://www.psionline.com/wp content/uploads/GamesBasedAssessment_WhitePaper.pdf [accessed 12 June 2024].

The HRDIRECTOR (2014, March 25). A Brief History of Gamification. Available from: https://www.thehrdirector.com/features/gamification/a-brief-history-of-gamification/ [accessed 12 June 2024].

Armstrong, M. B., Landers, R. N., & Collmus, A. B. (2016). Gamificare il reclutamento, la selezione, la formazione e la gestione delle prestazioni. In Emerging Research and Trends in Gamification, pp.140-165. Disponibile da: https://doi.org/10.4018/978-1-4666-8651-9.ch007 [visitato il 9 luglio 2024].

Chou, Y.K. (2015). Gamification attuabile: Oltre i punti, i badge e le classifiche. CreateSpace Independent Publishing Platform, Octalysis Media.

Chou, Y.K. (2024). Esempi di gamification. Quadro di Octalysis. Disponibile all'indirizzo: https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/ [visitato il 17 luglio 2024].

Dalton, R. P. e Luongo, F. (2019). Il gioco potrebbe essere una parte della natura umana più profonda di quanto pensassimo.

Scientific American. Disponibile all'indirizzo: https://www.scientificamerican.com/article/play-may-be-a- deeper-part-of-human-nature-than-we-thought/ [visitato il 12 giugno 2024].

Göschlberger, B.; Bruck, P. (2017). Gamification nel microlearning mobile e integrato nel luogo di lavoro. Documento della conferenza. Dicembre 2017. 545-552. Disponibile da: https://doi.org/10.1145/3151759.3151795 [accesso 17 luglio 2024].

Hamari, J., & Koivisto, J. (2014). Misurare il flusso nella gamification: Dispositional Flow Scale-2. Computers in Human Behaviour. Disponibile da: https://doi.org/10.1016/j.chb.2014.07.048 [visitato il 9 luglio 2024].

Hamari, J., Koivisto, J. e Sarsa, H. (2014). La gamification funziona? Una revisione della letteratura degli studi empirici sulla gamification. In Proceeding 2014, 47a Conferenza internazionale delle Hawaii sulle scienze dei sistemi, pp.3025-3034. HI: IEEE. Disponibile da: https://doi.org/10.1109/HICSS.2014.377 [visitato il 21 maggio 2024].

Kari, T., Piippo, J., Frank, L., Makkonen, M., Moilanen, P. (2016). Gamificare o non gamificare? La gamification nelle applicazioni per l'esercizio fisico e il suo ruolo nell'imprimere motivazione all'esercizio. Atti BLED 2016. 20. Disponibile da: https://aisel.aisnet.org/bled2016/20 [accesso 11 luglio 2024].

Koivisto, Phd, J., Malik, Phd, A. (2020). Gamification per gli anziani: Una revisione sistematica della letteratura.

The Gerontologist, Volume 61(7), Ottobre 2021, pp.e360-e372. Disponibile da: https://doi.org/10.1093/geront/gnaa047. [accesso 11 maggio 2024].

Larsson, R. S. (2013). Motivazioni nella gamification di sport e fitness. Uno studio per capire cosa motiva gli utenti dei servizi di gamification per lo sport e il fitness. [Tesi di laurea magistrale.] Università di Umeå. Dipartimento di Informatica. Disponibile da: https://umu.diva- portal.org/smash/get/diva2:654720/FULLTEXT01.pdf [visitato il 17 giugno 2024].

Leutner, F., Codreanu, S-C., Brink, S., Bitsakis, T. (2023). Valutazioni basate su giochi delle capacità cognitive nel reclutamento: Validità, equità ed esperienza di esecuzione del test. Frontiere della psicologia. Vol.13 - 2022. Disponibile da: https://doi.org/10.3389/fpsyg.2022.942662 [visitato il 17 luglio 2024].

Marczewski, A. (2014). È gamification se...? - Gamified UK. Gamification e vita in generale.

Esperto di gamification. Disponibile all'indirizzo: http://www.gamified.co.uk/2014/11/20/gamification/ [visitato il 9 luglio 2024].

Martinho, D. et al. (2020). Una revisione sistematica delle tecniche di gamification applicate all'assistenza agli anziani.

Artificial Intelligence Review (2020) 53:4863-4901. Disponibile da: https://doi.org/10.1007/s10462-020-09809-6 [consultato il 17 giugno 2024]. OpenAI (2024). ChatGPT [Modello linguistico di grandi dimensioni]. https://chatgpt.com

Povah, N., Riley, P., Routledge, H. (2018). Valutazione basata sui giochi: La guida degli esperti. Libro bianco. PSI online Disponibile all'indirizzo https://www.psionline.com/wp content/uploads/GamesBasedAssessment_WhitePaper.pdf [visitato il 12 giugno 2024].

HRDIRECTOR (2014, 25 marzo). Breve storia della gamification. Disponibile all'indirizzo: https://www.thehrdirector.com/features/gamification/a-brief-history-of-gamification/ [visitato il 12 giugno 2024].

Armstrong, M. B., Landers, R. N., & Collmus, A. B. (2016). Gamifying Recruitment, Selection, Training, and Performance Management. In Emerging Research and Trends in Gamification, pp.140–165. Available from: https://doi.org/10.4018/978-1-4666-8651-9.ch007 [accessed 9 July 2024].

Chou, Y.K. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. CreateSpace Independent Publishing Platform, Octalysis Media.

Chou, Y.K. (2024). Gamification Examples. Octalysis Framework. Available from: https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/ [accessed 17 July 2024].

Dalton, R. P., & Luongo, F. (2019). Play May Be a Deeper Part of Human Nature Than We Thought. Scientific American. Available from: https://www.scientificamerican.com/article/play-may-be-a-deeper-part-of-human-nature-than-we-thought/ [accessed 12 June 2024].

Göschlberger, B.; Bruck, P. (2017). Gamification in mobile and workplace integrated microlearning. Conference paper. December 2017. 545-552. Available from: https://doi.org/10.1145/3151759.3151795 [accessed 17 July 2024].

Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional Flow Scale-2. Computers in Human Behaviour. Available from: https://doi.org/10.1016/j.chb.2014.07.048 [accessed 9 July 2024].

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceeding 2014, 47th Hawaii International Conference on System Sciences, pp.3025–3034. HI: IEEE. Available from: https://doi.org/10.1109/HICSS.2014.377 [accessed 21 May 2024].

Kari, T., Piippo, J., Frank, L., Makkonen, M., Moilanen, P. (2016). To Gamify or Not to Gamify? Gamification in Exercise Applications and Its Role in Impacing Exercise Motivation. BLED 2016 Proceedings. 20. Available from: https://aisel.aisnet.org/bled2016/20 [accessed 11 July 2024].

Koivisto, Phd, J., Malik, Phd, A. (2020). Gamification for Older Adults: A Systematic Literature Review. The Gerontologist, Volume 61(7), October 2021, pp.e360–e372. Available from: https://doi.org/10.1093/geront/gnaa047. [accessed 11 May 2024].

Larsson, R. S. (2013). Motivations in Sports and Fitness Gamification. A study to understand what motivates the users of sports and fitness gamification services. [Master thesis]. Umeå University. Department of Informatics. Available from: https://umu.diva-portal.org/smash/get/diva2:654720/FULLTEXT01.pdf [accessed 17 June 2024].

Leutner, F., Codreanu, S-C., Brink, S., Bitsakis, T. (2023). Game-based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience. Frontiers in Psychology. Vol.13 -2022. Available from: https://doi.org/10.3389/fpsyg.2022.942662 [accessed 17 July 2024].

Marczewski, A. (2014). Is it gamification if …? - Gamified UK. Gamification & Life in General. Gamification Expert. Available from: http://www.gamified.co.uk/2014/11/20/gamification/ [accessed 9 July 2024].

Martinho, D. et al. (2020). A systematic review of gamification techniques applied to elderly care. Artificial Intelligence Review (2020) 53:4863–4901. Available from: https://doi.org/10.1007/s10462-020-09809-6 [accessed 17 June 2024].

OpenAI (2024). ChatGPT [Large language model]. https://chatgpt.com

Povah, N., Riley, P., Routledge, H. (2018). Games-based assessment: The expert guide. White Paper. PSI online Available from https://www.psionline.com/wp content/uploads/GamesBasedAssessment_WhitePaper.pdf [accessed 12 June 2024].

The HRDIRECTOR (2014, March 25). A Brief History of Gamification. Available from: https://www.thehrdirector.com/features/gamification/a-brief-history-of-gamification/ [accessed 12 June 2024].

Armstrong, M.B., Landers, R.N., & Collmus, A.B. (2016). Gamificatie van werving, selectie, training en performance management. In Opkomend onderzoek en trends in gamification, pp.140-165. Beschikbaar vanaf: https://doi.org/10.4018/978-1-4666-8651-9.ch007 [geraadpleegd op 9 juli 2024].

Chou, Y.K. (2015). Bruikbare gamification: meer dan punten, badges en scoreborden. CreateSpace onafhankelijk publicatieplatform, Octalysis Media.

Chou, Y.K. (2024). Voorbeelden van gamification. Octalyse Framework. Beschikbaar vanaf: https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/ [geraadpleegd op 17 juli 2024].

Dalton, R. P., & Luongo, F. (2019). Spelen is misschien wel een dieper onderdeel van de menselijke natuur dan we dachten. Wetenschappelijke Amerikaan. Beschikbaar vanaf: https://www.scientificamerican.com/article/play-may-be-a-deeper-part-of-human-nature-than-we-thought/ [geraadpleegd op 12 juni 2024].

Göschlberger, B.; Bruck, P. (2017). Gamification in mobiel en op de werkplek geïntegreerde microlearning. Conferentie paper. december 2017. 545-552. Beschikbaar vanaf: https://doi.org/10.1145/3151759.3151795 [geraadpleegd op 17 juli 2024].

Hamari, J., & Koivisto, J. (2014). Meten van flow in gamification: Dispositional Flow Scale-2. Computers in menselijk gedrag. Beschikbaar op: https://doi.org/10.1016/j.chb.2014.07.048 [geraadpleegd op 9 juli 2024].

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Werkt gamification? Een literatuuroverzicht van empirische studies over gamification. In Proceeding 2014, 47e Hawaii International Conference on System Sciences, pp.3025-3034. HOI: IEEE. Beschikbaar op: https://doi.org/10.1109/HICSS.2014.377 [toegankelijk op 21 mei 2024].

Kari, T., Piippo, J., Frank, L., Makkonen, M., Moilanen, P. (2016). Gamificeren of niet gamificeren? Gamification in oefentoepassingen en de rol ervan bij het pacificeren van trainingsmotivatie. BLED 2016 Procedures. 20. Beschikbaar op: https://aisel.aisnet.org/bled2016/20 [geraadpleegd op 11 juli 2024].

Koivisto, Phd, J., Malik, Phd, A. (2020). Gamification voor oudere volwassenen: een systematisch literatuuronderzoek. De gerontoloog, Volume 61(7), oktober 2021, pp.e360-e372. Beschikbaar vanaf: https://doi.org/10.1093/geront/gnaa047. [geraadpleegd op 11 mei 2024].

Larsson, R. S. (2013). Motivaties in sport- en fitnessgamification. Een onderzoek om te begrijpen wat de gebruikers van sport- en fitnessgamification-diensten motiveert. [Masterproef]. Universiteit van Umeå. Afdeling Informatica. Beschikbaar op: https://umu.diva-portal.org/smash/get/diva2:654720/FULLTEXT01.pdf [geraadpleegd op 17 juni 2024].

Leutner, F., Codreanu, S-C., Brink, S., Bitsakis, T. (2023). Game-based assessments van cognitief vermogen bij werving: validiteit, eerlijkheid en ervaring met het afleggen van tests. Grenzen in de psychologie. Vol.13 -2022. Beschikbaar op: https://doi.org/10.3389/fpsyg.2022.942662 [geraadpleegd op 17 juli 2024].

Marczewski, A. (2014). Is het gamification als...? - Gegamificeerd VK. Gamification en het leven in het algemeen. Gamification-expert. Beschikbaar op: http://www.gamified.co.uk/2014/11/20/gamification/ [geraadpleegd op 9 juli 2024].

Martinho, D. et al. (2020). Een systematische review van gamification-technieken toegepast op ouderenzorg. Beoordeling van kunstmatige intelligentie (2020) 53: 4863-4901. Beschikbaar vanaf: https://doi.org/10.1007/s10462-020-09809-6 [geraadpleegd op 17 juni 2024].

OpenAI (2024). ChatGPT [Groot taalmodel]. https://chatgpt.com

Povah, N., Riley, P., Routledge, H. (2018). Beoordeling op basis van games: de gids van experts. Witboek. PSI online Beschikbaar vanaf https://www.psionline.com/wp content/uploads/GamesBasedAssessment_WhitePaper.pdf [geraadpleegd op 12 juni 2024].

De HR-directeur (2014, 25 maart). Een korte geschiedenis van gamification. Beschikbaar op: https://www.thehrdirector.com/features/gamification/a-brief-history-of-gamification/ [geraadpleegd op 12 juni 2024].

Armstrong, M. B., Landers, R. N., & Collmus, A. B. (2016). Gamifying Recruitment, Selection, Training, and Performance Management. In Emerging Research and Trends in Gamification, pp 140–165. https://doi.org/10.4018/978-1-4666-8651-9.ch007

Chou, Y.K. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. CreateSpace Independent Publishing Platform, Octalysis Media.

Chou, Y.K. (2024). Gamification Examples. Octalysis Framework. https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/

Dalton, R. P., & Luongo, F. (2019). Play May Be a Deeper Part of Human Nature Than We Thought. Scientific American. https://www.scientificamerican.com/article/play-may-be-a-deeper-part-of-human-nature-than-we-thought/

Göschlberger, B.; Bruck, P. (2017). Gamification in mobile and workplace integrated microlearning. Conference paper. December 2017. 545-552. https://doi.org/10.1145/3151759.3151795

Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional Flow Scale-2. Computers in Human Behaviour. https://doi.org/10.1016/j.chb.2014.07.048

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceeding 2014, 47th Hawaii International Conference on System Sciences, pp 3025–3034. HI: IEEE./doi.org/10.1109/HICSS.2014.377

Kari, T., Piippo, J., Frank, L., Makkonen, M., Moilanen, P. (2016). To Gamify or Not to Gamify? Gamification in Exercise Applications and Its Role in Impacing Exercise Motivation. BLED 2016 Proceedings. 20. https://aisel.aisnet.org/bled2016/20

Koivisto, Phd, J., Malik, Phd, A. (2020). Gamification for Older Adults: A Systematic Literature Review. The Gerontologist, Volume 61(7), October 2021, pp e360–e372. https://doi.org/10.1093/geront/gnaa047

Larsson, R. S. (2013). Motivations in Sports and Fitness Gamification. A study to understand what motivates the users of sports and fitness gamification services. [Master thesis]. Umeå University. Department of Informatics. https://umu.diva-portal.org/smash/get/diva2:654720/FULLTEXT01.pdf

Leutner, F., Codreanu, S-C., Brink, S., Bitsakis, T. (2023). Game-based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience. Frontiers in Psychology. Vol.13 -2022. https://doi.org/10.3389/fpsyg.2022.942662

Marczewski, A. (2014). Is it gamification if …? - Gamified UK. Gamification & Life in General. Gamification Expert. http://www.gamified.co.uk/2014/11/20/gamification/

Martinho, D. et al. (2020). A systematic review of gamification techniques applied to elderly care. Artificial Intelligence Review (2020) 53:4863–4901. https://doi.org/10.1007/s10462-020-09809-6

OpenAI (2024). ChatGPT [Large language model]. https://chatgpt.com

Povah, N., Riley, P., Routledge, H. (2018). Games-based assessment: The expert guide. White Paper. PSI online. https://www.psionline.com/wp content/uploads/GamesBasedAssessment_WhitePaper.pdf

The HRDIRECTOR (2014, March 25). A Brief History of Gamification https://www.thehrdirector.com/features/gamification/a-brief-history-of-gamification/

Armstrong, M. B., Landers, R. N., & Collmus, A. B. (2016). Gamifying Recruitment, Selection, Training, and Performance Management. In Emerging Research and Trends in Gamification, pp.140–165. Available from: https://doi.org/10.4018/978-1-4666-8651-9.ch007 [accessed 9 July 2024].

Chou, Y.K. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. CreateSpace Independent Publishing Platform, Octalysis Media.

Chou, Y.K. (2024). Gamification Examples. Octalysis Framework. Available from: https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/ [accessed 17 July 2024].

Dalton, R. P., & Luongo, F. (2019). Play May Be a Deeper Part of Human Nature Than We Thought. Scientific American. Available from: https://www.scientificamerican.com/article/play-may-be-a-deeper-part-of-human-nature-than-we-thought/ [accessed 12 June 2024].

Göschlberger, B.; Bruck, P. (2017). Gamification in mobile and workplace integrated microlearning. Conference paper. December 2017. 545-552. Available from: https://doi.org/10.1145/3151759.3151795 [accessed 17 July 2024].

Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional Flow Scale-2. Computers in Human Behaviour. Available from: https://doi.org/10.1016/j.chb.2014.07.048 [accessed 9 July 2024].

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceeding 2014, 47th Hawaii International Conference on System Sciences, pp.3025–3034. HI: IEEE. Available from: https://doi.org/10.1109/HICSS.2014.377 [accessed 21 May 2024].

Kari, T., Piippo, J., Frank, L., Makkonen, M., Moilanen, P. (2016). To Gamify or Not to Gamify? Gamification in Exercise Applications and Its Role in Impacing Exercise Motivation. BLED 2016 Proceedings. 20. Available from: https://aisel.aisnet.org/bled2016/20 [accessed 11 July 2024].

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