اسماعیلزاده، محمد و طاهرپرور، نسترن. (1394). بررسی عوامل مؤثر در مدیریت دانش مشتری در محیط بازیهای آنلاین، فصلنامه مطالعات مدیریت فناوری اطلاعات، شماره 13، پاییز 94، 21-42
داناییفرد، حسن و امامی، مجتبی. (1386). استراتژیهای پژوهش کیفی: تأملی بر نظریهپردازی داده بنیاد. اندیشه مدیریت، 2، 69-97.
شهبازی نیا، مسعود و افشاربکشلو، خشایار. (1394). بررسی تغییرات میزان وفاداری مشتریان با بهکارگیری روش Gamification در کسبوکارهای کوچک و متوسط. کنفرانس بینالمللی پژوهشهای نوین در مدیریت، اقتصاد و حسابداری، استانبول، ترکیه.
فریمانی، مهدی. (1392). بازیکاری؛ نگاهی به شکلگیری مفهومی نو در عرصه فضای مجازی و کاربردهای آن. تهران: مرکز توسعه فناوری اطلاعات. رسانههای دیجیتال.
Alfassi, M. (2000). Using information and communication technology (ICT) to foster literacy and facilitate discourse within the classroom. Educational Media International, 37(3), 137-148.
Augustin, K., Thiebes, S., Lins, S., Linden, R., & Basten, D. (2016). Are we Playing Yet? A Review of Gamified Enterprise Systems. Paper presented at the PACIS.
Baptista, G., & Oliveira, T. (2017). Why so serious? Gamification impact in the acceptance of mobile banking services. Internet Research, 27(1), 118-139.
Bittner, J. V., & Shipper, J. (2014). Motivational effects and age differences of gamification in product advertising. Journal of consumer marketing.
Bogost, I. (2015). Why gamification is bullshit. The gameful world: Approaches, issues, applications, 65.
Creswell, J. W., & Miller, D. L. (2000). Determining validity in qualitative inquiry. Theory into practice, 39(3), 124-130.
Deterding, S. (2012). Gamification: designing for motivation. interactions, 19(4), 14-17.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. Paper presented at the Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments.
Eriksson, K., Kerem, K., & Nilsson, D. (2008). The adoption of commercial innovations in the former Central and Eastern European markets: The case of internet banking in Estonia. International Journal of Bank Marketing, 26(3), 154-169.
Harwood, T., & Garry, T. (2015). An investigation into gamification as a customer engagement experience environment. Journal of Services Marketing, 29(6/7), 533-546.
Hamari, J. (2013). Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic commerce research and applications, 12(4), 236-245.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?a literature review of empirical studies on gamification. Paper presented at the 2014 47th Hawaii international conference on system sciences (HICSS).
Hsiao, M.-H. (2009). Shopping mode choice: Physical store shopping versus e-shopping. Transportation Research Part E: Logistics and Transportation Review, 45(1), 86-95.
Hunicke, R., LeBlanc, M., & Zubek, R. (2005). MDA: a formal approach to game design and game research (2004). Tillgänglig: http://citeseerx. ist. psu. edu/viewdoc/summary.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education: John Wiley & Sons.
Kenyon, S. (2014). Gamification And Self-Determination Theory.
Online:< http://www. science20. com/eye_brainstorm/ gamification _and_ selfdetermination_theory-84483.
Lichtenthal, J. D., & Eliaz, S. (2003). Internet integration in business marketing tactics. Industrial marketing management, 32(1), 3-13.
Maan, J. (2013). Social business transformation through gamification. arXiv preprint arXiv:1309.7063.
Mitchell, R., Schuster, L., & Drennan, J. (2017). Understanding how gamification influences behaviour in social marketing. Australasian Marketing Journal (AMJ), 25(1), 12-19.
Poncin, I., Garnier, M., Mimoun, M. S. B., & Leclercq, T. (2017). Smart technologies and shopping experience: Are gamification interfaces effective? The case of the Smartstore. Technological Forecasting and Social Change, 124, 320-331.
Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business horizons, 58(4), 411-420.
Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2016). Game on: Engaging customers and employees through gamification. Business horizons, 59(1), 29-36.
Rodrigues, L. F., Oliveira, A., & Costa, C. J. (2016). Playing seriously–How gamification and social cues influence bank customers to use gamified e-business applications. Computers in Human Behavior, 63, 392-407.
Sera, L., & Wheeler, E. (2017). Game on: The gamification of the pharmacy classroom. Currents in Pharmacy Teaching and Learning, 9(1), 155-159.
Strauss, A., & Corbin, J. M. (1990). Basics of qualitative research: Grounded theory procedures and techniques: Sage Publications, Inc.
Veltsos, J. R. (2017). Gamification in the business communication course. Business and Professional Communication Quarterly, 80(2), 194-216.
Werbach, K. (2014). (Re) defining gamification: A process approach. Paper presented at the International conference on persuasive technology.
Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business: Wharton Digital Press.
Xu, F., Buhalis, D., & Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management, 60, 244-256.
Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2016). Tourists as mobile gamers: Gamification for tourism marketing. Journal of Travel & Tourism Marketing, 33(8), 1124-1142.
Zichermann, G., & Linder, J. (2013). Gamification Revolution.
Zimmerling, E., Höflinger, P. J., Sandner, P. G., & Welpe, I. M. (2016). A system framework for gamified Cost Engineering. Information Systems Frontiers, 18(6), 1063-1084.