Open Access
SHS Web Conf.
Volume 129, 2021
The 21st International Scientific Conference Globalization and its Socio-Economic Consequences 2021
Article Number 02004
Number of page(s) 6
Section Behavioral Economics and Decision-Making
Published online 16 December 2021
  1. Aldemir, T., Celik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in gamified course, Computer in Human Behavior, 78, 235–254. Arsawan, I. W. E., Rajiani, I., Wirga, I. W., & Suryantini, N. P. S. (2020). Harnessing Knowledge Sharing Practice to Enhance Innovative Work Behavior: The Paradox of Social Exchange Theory. Polish Journal of Management Studies, 21(2), 60–73. [CrossRef] [Google Scholar]
  2. Bodnar, C., Anastasio, D., Enszer, J. A., & Burkey, D. D. (2016). Engineers at Play: Games as Teaching Tools for Undergraduate Engineering Students. Journal of Engineering Education, 105, 147–200. [CrossRef] [Google Scholar]
  3. Çeker, E., & Özdaml, F. (2017). What “Gamification” is and what it’s not. European Journal Of Contemporary Education, 6(2), 221–228. [Google Scholar]
  4. de Oliveira, J. M., Echenique, E. E. G., Gómez Cruz, O. D., & Geliz, F.R. (2010). Games, Gaming and Education. The New Educational Review, 22(3-4), 129–143. [Google Scholar]
  5. Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal Of Educational Technology In Higher Education, 14(1), Article 9. [CrossRef] [Google Scholar]
  6. Domańska, A. (2018). Cooperation between knowledge-based institutions and business: empirical studies and network theories. Forum Scientiae Oeconomia, 6(2), 81–94. [Google Scholar]
  7. Fiala, J. (2019, January 1). Gamifikace ve výuce. [Google Scholar]
  8. Hung, A. Y. (2017). A Critique and Defense of Gamification. Journal Of Interactive Online Learning, 15(1), 57–72. [Google Scholar]
  9. Israel, M. (2017, September). Game-Based Learning and Gamification: Guidance from the Experts. [Google Scholar]
  10. Kicova, E., & Nadanyiova, M. (2015). Marketing strategies in bus transport companies and its impact on increasing the competitiveness. In. T. Kliestik (Ed.), 15th International Scientific Conference on Globalization and its Socio-Economic Consequences. (pp. 292–296). [Google Scholar]
  11. Krizanova, A., Majerova, J., & Zvarikova, K. (2013). Green Marketing as a Tool of Achieving Competitive Advantage in Automotive Transport. 17th International Conference on Transport Means (pp. 45–48). Kaunas Univ Technol Press. [Google Scholar]
  12. Kuo, I. (2013, March 28). Gigya’s Social Gamification Boosts Content Discovery by 68%. [Google Scholar]
  13. Lizbetinova, L., Starchon, P., Lorincova, S., Weberova, D., & Prusa, P. (2019). Application of Cluster Analysis in Marketing Communications in Small and Medium-Sized Enterprises: An Empirical Study in the Slovak Republic. Sustainability, 11(8), Article 2302. [CrossRef] [Google Scholar]
  14. Maican, C., Lixandroiu, R. & Constantin, C. (2016). A study of a gamification framework using zero-cost tools. Computers in Human Behavior, 61, 186–197. [CrossRef] [Google Scholar]
  15. Malone, T. W. (2009, June 1). What makes things fun to learn?. [Google Scholar]
  16. Marczewski, A. (2015). Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design. CreateSpace Independent Publishing Platform. [Google Scholar]
  17. Palus, H. Matova, H., Krizanova, A., & Parobek, J. (2014). A survey of awareness of forest certification schemes labels on wood and paper products. Acta facultatis xylologiae Zvolen, 56(1), 129–138. [Google Scholar]
  18. Plessis, E. (2011). Jak zákazník vnímá značku. Computer Press. [Google Scholar]
  19. Reicher, R. Z. (2018). Hungarian millennials’ attitudes on being online. Forum Scientiae Oeconomia, 6(1), 5–18. [Google Scholar]
  20. Ružić, I. M., Dumančić, M. (2015). Gamification in Education. Informatol, 48(3–4) , 198–204. [Google Scholar]
  21. Sawaftah, D. (2020). The Effectiveness of Electronic Integrated Marketing Communications on Customer Purchase Intention of Mobile Service Providers: The mediating role of customer trust. Journal of Sustainable Marketing, 1(1), 33–42. [CrossRef] [Google Scholar]
  22. Salen, K., & Zimmerman, E. (2003). Rules of play: game design fundamentals. MIT Press. [Google Scholar]
  23. Sandusky, S. (2015). Gamification in Education. [Google Scholar]
  24. Squire, K. (2011). Video games and learning: teaching and participatory culture in the digital age. Teachers College Press. [Google Scholar]
  25. Sroka, W., Cygler, J., & Gajdzik, B. (2014). The Transfer of Knowledge in Intra-Organizational Networks: A Case Study Analysis. Organizacija, 47(1), 24–34. [CrossRef] [Google Scholar]
  26. Szalmáné, C. M., & Barna, O. (2020). Innovatív oktatás és fenntarthatóság a klímaváltozás korában. In: Z. Bujdosó, L. Dinya, J. Csernák (Eds.) XVII. Nemzetközi Tudományos Napok - Abstract Book: 17th International Scientific Days - Abstract Book. (pp. 50) EKE Líceum Kiadó. [Google Scholar]
  27. Tomšík R. (2017). Kvantitatívny výskum v pedagogických vedách: Úvod do metodológie a štatistického spracovania. PF UKF. [Google Scholar]
  28. Tulloch, R. (2014). Reconceptualising gamification: play and pedagogy. Digital culture and education, 6(4), 317–333. [Google Scholar]
  29. Zadakova, D. (2018, November 14). Trendy na sociálnych sieťach v roku 2019. Čo by vám nemalo uniknúť? [Google Scholar]
  30. Zéman, Z., & Bogdan, A. (2019). Marketing strategy and building brand value on the Hungarian market. Ekonomicko-manazerske spektrum, 13(2), 1–9. [CrossRef] [Google Scholar]

Current usage metrics show cumulative count of Article Views (full-text article views including HTML views, PDF and ePub downloads, according to the available data) and Abstracts Views on Vision4Press platform.

Data correspond to usage on the plateform after 2015. The current usage metrics is available 48-96 hours after online publication and is updated daily on week days.

Initial download of the metrics may take a while.