‹‹18›› Daniel Kahneman and Angus Deaton, High Income Improves Evaluation of Life but Not Emotional Well- Being,
‹‹19›› Daniel Kahneman and Angus Deaton, High Income Improves Evaluation of Life but Not Emotional Well- Being,
‹‹20›› Mark R. Lepper, David Greene, and Richard E. Nisbett, Undermining Children’s Intrinsic Interest with Extrinsic Reward: A Test of The ‘overjustification’ hypothesis,
‹‹21›› Mark R. Lepper and David Greene,
‹‹22›› E. L. Deci, R. Koestner, and R. M. Ryan, A Meta-Analytic Review of Experiments Examining the Effects of Extrinsic Rewards on Intrinsic Motivation,
‹‹23›› Jesse Singal, «Awareness is Overrated, Science of Us, July 17, 2014, http://nymag.com/scienceofus/2014/07/awareness-is-overrated.html.
‹‹24›› National Institute on Drug Abuse, Evaluation of the Office on National Drug Control Policy (ONDCP) National Youth Anti-Drug Media Campaign, 2006, http://archives.drugabuse.gov/initiatives/westat/.
‹‹25›› Carlos D. Sanchez, L. Kristin Newby, Darren K. McGuire, Vic Hasselblad, Mark N. Feinglos, and E. Magnus Ohman, Diabetes-Related Knowledge, Atherosclerotic Risk Factor Control, and Outcomes in Acute Coronary Syndromes,
‹‹26›› Alfie Kohn, Why Incentive Plans Cannot Work,
‹‹27›› Richard A. Guzzo, Richard D. Jette, and Raymond A. Katzell, The Effects of Psychologically Based Intervention Programs on Worker Productivity: A Meta-Analysis,
‹‹28›› Richard A. Guzzo, Richard D. Jette, and Raymond A. Katzell, The Effects of Psychologically Based Intervention Programs on Worker Productivity: A Meta-Analysis,
‹‹29›› Amy Adkins, U.S. Employee Engagement Holds Steady at 31.7 %, Gallup, May 7, 2015, http://www.gallup.com/poll/183041/employee-engagement-holds- steady.aspx?utm_source=EMPLOYEE_ENGAGEMENT&utm_medium=topic&utm_campaign=tiles.
‹‹30›› Gamification: Engagement Strategies for Business and IT» Gartner, http://www.gartner.com/technology/research/gamification/.
‹‹31›› Gartner Predicts Over 70 Percent of Global 2000 Organisations Will Have at Least One Gamified Application by 2014, Gartner, November 9, 2011, http://www.gartner.com/newsroom/id/1844115.
‹‹32›› Gartner Says by 2014, 80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design, Gartner, November 27, 2012, http://www.gartner.com/newsroom/id/2251015.
‹‹33›› Wupperman Steel, Enterprise Steel Consultancy, last modified February 7, 2015, http://enterprise-gamification.com/mediawiki/index.php? title=Wuppermann_Steel.
‹‹34›› Steve Lopez, Disneyland workers answer to ‘electronic whip’,
‹‹35›› Damien Brevers and Xavier Noel, Pathological Gambling and the Loss of Willpower: A Neurocognitive Perspective,