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Counterproductive effects of gamification: An analysis on the example of the gamified task manager Habitica

2018/09/05 by Sarah Diefenbach, Annemarie Müssig
Decision Sciences · Psychology · Social Sciences · #Educational Games and Gamification #Impact of Technology on Adolescents #Technology Adoption and User Behaviour

paper · doi:10.1016/j.ijhcs.2018.09.004

openalex publication_date 2018/09/05 · crossref created 2018/09/05 · crossref deposited 2019/05/18 · crossref issued 2019/07/01 · crossref published 2019/07/01 · crossref published-print 2019/07/01 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/16 · crossref indexed 2026/07/29

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