References
Agarwal, A., Shankar, R., & Tiwari, M. K. (2007). Modeling agility of supply chain. Industrial marketing management, 36(4), 443-457.
Azar, A., & Bayat, K. (2008). Designing a Model Business Process Model with Structural Interpretative Modeling Approach (ISM).Journal of Information Technology Management, 1(1), 3-18. (in Persian)
Azar, A., Tizro, A., Moghbel, A., Anvari, A. (2010). Designing Supply Chain Agility Model with Interpretative-Structural Modeling Approach. Management Studies in Iran (Lecturer in Humanities), 14(4), 1-25. (in Persian)
Bonyadi, A, & Amini, A. (2016). The study of the status and importance of gamification with some examples in the classroom (case study). World Conference on Psychology and Educational Sciences. Law and Social Sciences at the Beginning of the Third Millennium, 34, 76-78. (in Persian)
Byun, H., Chiu, W., & Bae, J. S. (2018). Exploring the Adoption of Sports Brand Apps: An Application of the Modified Technology Acceptance Model. International Journal of Asian Business and Information Management, 9(1), 52-65.
Fotouhi, S. (2016). Introduction to Gamification. The First National Conference on Computer Games: Opportunities and Challenges. 21, 12-17. (in Persian)
Foucault, M., Blanc, X., Storey, M. A., Falleri, J. R., & Teyton, C. (2018). Gamification: a Game Changer for Managing Technical Debt? A Design Study. arXiv preprint arXiv:1802.02693.
Gan, C., & Li, H. (2018). Understanding the effects of gratifications on the continuance intention to use WeChat in China: A perspective on uses and gratifications. Computers in Human Behavior, 78, 306-315.
Hsu, C. L., Chen, Y. C., Yang, T. N., & Lin, W. K. (2017). Do website features matter in an online gamification context? Focusing on the mediating roles of user experience and attitude. Telematics and Informatics, 34(4), 196-205.
Janssen, J., Verschuren, O., Renger, W. J., Ermers, J., Ketelaar, M., & van Ee, R. (2017). Gamification in physical therapy: More than using games. Pediatric Physical Therapy, 29(1), 95-99.
Jung, T. H., Tom Dieck, M. C., & Chung, N. (2018). Determinants of hotel social media continued usage. International Journal of Contemporary Hospitality Management, 30,1152-1171.
Kanan, F.T. (2009). Toward interpretation of complex structural modeling; IEEE Trans. Systems Man Cybernet, (5), 32-36.
Karbassian, M., Javanmardi, M, Khoboshani, A., Zanjirchi, M. (2011). Design of an Integrated Approach to the Interpretative Structure Model (ISM) and Fuzzy TOPSIS-AHP for the Selection and Ranking of Agile Suppliers. Production Management and Operations, (1), 107-134. (in Persian)
Mahanian, A., Montazer, Gh. (2017). Application Development in Web Tutorials, Third International Conference on Web Research, Tehran, University of Science and Culture. (in Persian)
Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534.
Mohseni, A. (2016). Gamification in Marketing. Development of Market, No. 49. (in Persian)
Oliveira, A., Rodrigues, L. F., & 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.
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.
Rodrigues, L. F., Oliveira, A., & Costa, C. J. (2016). Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking. Computers in Human Behavior, 61, 114-126.
Saberi, Sh., Farahbod, M., Pereira, A. (2016). Investigating the effect of cybercurricular rehabilitation through adventure computer games on the self-assessment performance of male students with dyslexia in secondary and tertiary secondary schools. Master's thesis, University of Social Welfare and Rehabilitation Sciences, Faculty of Rehabilitation.
(in Persian)
Sage, A. P. (1977). Interpretive structural modeling: Methodology for large-scale systems. New York, NY: McGraw-Hil.
Scott, H. &Kevin.(2016). Gamification in Marketing. Director: Tayebeh Foroughfar and Sajjad Khazaee, Printing Decade: First, Publish Date. (in Persian)
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31.
Villagrasa, S., Fonseca, D., Redondo, E., & Duran, J. (2018). Teaching case of gamification and visual technologies for education. Gamification in Education: Breakthroughs in Research and Practice: Breakthroughs in Research and Practice.
Warfield J.N. (1976). Societal systems: Planning, policy and complexity. Willy Interscience, New York.
Yang, Y., Asaad, Y., & Dwivedi, Y. (2017). Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Computers in Human Behavior, 73, 459-469.
Yavari, E., Jafarian, H. (2014). Presentation of a Work-based Way to Promote the Entrepreneurship Culture. Management Sciences of Iran, (12), 103-107. (in Persian)
Zichermann, G., & Linder, J. (2013). The gamification revolution: How leaders leverage game mechanics to crush the competition (p. 12). New York: McGraw-Hill.