Balancing fun and function
How gamification designs and family communication shape continuous usage in online learning platforms
Bibliographic Data
| ID | 21403146 |
|---|---|
| Authors | Tianyi Ma (0000-0002-0499-1054, University of Science and Technology of China), Bowen Zheng (0000-0003-0693-3840, Central South University, corresponding author), Wei Wang (0000-0001-5806-2368, University of Science and Technology of China), Hefu Liu (0000-0003-3854-7821, University of Science and Technology of China) |
| Year | 2026 |
| Volume | 224 |
| Pages | 124464 |
| Publication date | 2026-03-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Technological Forecasting and Social Change (JOURNAL) |
| Journal identifiers | ISSN: 0040-1625 • E-ISSN: 1873-5509 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.techfore.2025.124464 |
| OpenAlex | W4417189536 |
| Language | EN |
| References cited | 83 |
Immersion (mathematics) · Mediation · Moderated mediation · Online learning · Perception · Usability · Digital Games and Media · Educational Games and Gamification · Technology Adoption and User Behaviour
The effects of utilitarian and hedonic online shopping value on consumer preference and intentions
How gamification motivates
Parental Mediation of Undesired Advertising Effects
Family Communication Patterns
Enhancing user engagement
A definition for gamification
Assessing the effects of gamification in the classroom
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
The Gamification of Learning
Demographic differences in perceived benefits from gamification
Assessing the effects of quality, value, and customer satisfaction on consumer behavioral intentions in service environments
Consumer perceived value
Gamification in theory and action
Formative Versus Reflective Indicators in Organizational Measure Development
Toward Meaningful Engagement
Gamifying learning experiences
Consumer Perceptions of Price, Quality, and Value
Evaluating Structural Equation Models with Unobservable Variables and Measurement Error
Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology
A comparison of methods to test mediation and other intervening variable effects.
The impact of gamification in educational settings on student learning outcomes
Gamified money
What social factors influence learners' continuous intention in online learning? A social presence perspective
Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention
Impact of gamification elements on user satisfaction in health and fitness applications
The role of gamified e-quizzes on student learning and engagement
Gamification in the classroom
A Configurational Analysis of the Causes of Consumer Indirect Misbehaviors in Access-Based Consumption
Relationships among relational coordination dimensions
Gamification and e-learning for young learners
Student evaluation of online learning during the Covid-19 pandemic
Behavioral intention to continuously use learning apps
To be (online) or not to be? The antecedents of online study propensity and e-learning-dependent dropout intention in higher education
Using gamification to support learning in K‐12 education
Exploring the effects of gamification pedagogy on children’s reading
An Index and Test of Linear Moderated Mediation
Addressing Moderated Mediation Hypotheses
Disentangling e-commerce gamification affordances on recommendation acceptances from a perceived value perspective
Work and/or Fun
| Highly cited | No |
|---|