Gamification at Work: Identifying Motivational Affordances and Their Roles in Sustaining User Engagement

Project: Research

Research Output

  1. 2018
  2. Published

    Empathy or perceived credibility? An empirical study on individual donation behavior in charitable crowdfunding

    Liu, L., Suh, A. & Wagner, C., 2018, In: Internet Research. 28, 3, p. 623-651

    Research output: Journal Publications and Reviews (RGC: 21, 22, 62)21_Publication in refereed journalpeer-review

    Scopus citations: 116
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  3. Published

    Enhancing User Engagement through Gamification

    Suh, A., Wagner, C. & Liu, L., 2018, In: Journal of Computer Information Systems. 58, 3, p. 204-213

    Research output: Journal Publications and Reviews (RGC: 21, 22, 62)21_Publication in refereed journalpeer-review

    Scopus citations: 96
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  4. 2017
  5. Published

    Gamification in the Workplace: The Central Role of the Aesthetic Experience

    SUH, A., CHEUNG, C. M. K., AHUJA, M. & WAGNER, C., 2017, In: Journal of Management Information Systems. 34, 1, p. 268-305

    Research output: Journal Publications and Reviews (RGC: 21, 22, 62)21_Publication in refereed journalpeer-review

    Scopus citations: 179
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  6. Published

    How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach

    Suh, A. & Wagner, C., 2017, In: Journal of Knowledge Management. 21, 2, p. 416-431

    Research output: Journal Publications and Reviews (RGC: 21, 22, 62)21_Publication in refereed journalpeer-review

    Scopus citations: 86
    Check@CityULib