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Abotsi, Anselm Komla; Dake, Gershon Yawo; Agyepong, Richard Abankwa (2014): Factors Influencing Risk Management Decision of Small and Medium Scale. Enterprises in Ghana, Contemporary Economics,. 8 (4), pp.397-413

Abt, Clark C. (1987): Serious games. Lanham, MD: University Press of America.

Academic MindTrek 2011, ACM Digital Library, ACM Special Interest Group on Computer-Human Interaction, und ACM Special Interest Group on Multimedia. Proceedings of the 15th International Academic MindTrek Conference Envisioning Future Media Environments. New York, NY: ACM, 2011. http://dl.acm.org/citation.cfm?id=2181037.

Anderson, J.; Rainie, L. (2012): “The Future of Gamification”, for Pew Research Center. Online verfügbar

Afify, M. F.(2008): Action Research: Solving Real World Problems, Tourism & Hospitality Research, 8 (2), pp. 153-159.

Alhakami, A.; Finucane, M.L.; Johnson, S. M.; Slovic, P. (2000): The Affect Heuristic in Judgements of Risks and Benefits, Journal of Behavioral Decision Making, 13 (1), pp. 1-17.

Altman, E.I., Sabato, G; Wilson, N. (2010): The value of non-financial information in small and medium-sized enterprise risk management, Journal of Credit Risk, 6 (2), pp. 95-127.

Altrichter , H.; Kemmis, S.; McTaggart, R.; Zuber-Skerritt, O. ( 2002): The Concept of Action Research, The Learning Organization, 9 (3), pp. 125-131.

AJP [American Journal of Play] (2012): How Play and Games Transform the Culture of Work: An
Interview with Ross Smith, in: American Journal of Play, vol. 5, no. 1. Online verfügbar

Annen, H. (2011): Aktionsforschung als wissenschaftliches Rückgrat bei der Initierung, Begleitung und Evaluation eines Coachingprojektes, pp. 157-169 in: Wegener, Robert; Fritze, Agnès; Loebbert, Michael (Hrsg) (2011) Coaching entwickeln. Forschung und Praxis im Dialog. Wiesbaden: Springer Fachmedien Gmbh

Avison, D.; Lau, F.; Myers, M.; Nielsen, P. A (1999): Action Research, Association for Computing Machinery. Action Research Communications of the ACM, 42 (1), pp. 94-97

Bajdor, P.; Dragolea, L. (2011): The gamification as a tool to improve risk management in the enterprise, Annales Universitatis Apulensis Series Oeconomica, 2(13), pp. 574-583.

Barbosa, S.D.; Fayolle, A. (2010): Revisiting Entrepreneurial Risk Taking: Combined Effects of Cognitive Heuristics, Academy of Management Proceedings, pp.1-6

Barnes, J. H Jr. (1984): Cognitive Biases and their Impact on Strategic Management, Strategic Management Journal, 5 (2), pp. 129-137.

Bartle, Richard A. (1996): Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Online verfügbar

Bevc, Tobias, und Holger Zapf (2009): Wie wir spielen, was wir werden: Computerspiele in unserer Gesellschaft. Konstanz: UVK.

Bogost, I. (2011): “Gamification is Bullshit”, extended printed version available in: Walz, S.P.; Deterding, S. (2015): “The Gameful world”, pp. 65-80. Online verfügbar

Boinodiris, P.; Fingar, P. (2014): “Serious Games for Business: Using Gamification to Fully Engage Customers, Employees and Partners”, Meghan-Kiffer Press, Tampa

Bowling, D.M.; Rieger, L.A. (2005): Making Sense of COSO’s new framework for Enterprise risk management, Bank Accounting & Finance, 18 (2), pp. 29-34.

Bredow, H.; Deterding, S.; Khaled, R.; Langgaards, R. (2011): Gamification: Toward a
definition. Online verfügbar

Bruns, V.; Fletcher M. (2008): Banks’ risk assessment of Swedish SMEs, Venture Capital, Vol. 10 No. 2, pp. 171-194.

Brydon-Miller, Mary, Davydd Greenwood, und Patricia Maguire. „Why Action Research?“ Action Research 1, Nr. 1 (1. Juli 2003): 9–28. doi:10.1177/14767503030011002.

Bunchball, Inc (2012): Gamification 101: An introduction to Game Dynamics. Whitepaper,
pp. 1-14 Online verfügbar

Burke, B. (2012): “Gamification 2020: What Is The Future Of Gamification?”, Online verfügbar

Burke, Brian. Gamify: how gamification motivates people to do extraordinary things. Brookline, MA: Bibliomotion, books + media, 2014.

Burke, B. (2014): “The Gamification of Business”, Online verfügbar

Burke, B. (2014): “The Limits of Gamification in the Workplace”, Gartner Blog Network, Online verfügbar

Burnes, B. (2004): Kurt Lewin and the Planned Approach to Change: A re-appraisal, Journal of Management Studies, 41(6), pp. 977-1002.

Buur, Jacob, und Ben Matthews. „PARTICIPATORY INNOVATION“. International Journal of Innovation Management 12, Nr. 03 (September 2008): 255–73. doi:10.1142/S1363919608001996.

Caillois, Roger, und Meyer Barash. Man, Play, and Games. Urbana: University of Illinois Press, 2001.

Carlson, N. (2009): The Start-Up Entrepreneurs Guide to Risk Management. Business Insider, 24.June 2009. Online verfügbar

Carse, James P. Finite and Infinite Games: A Vision of Life as Play and Possibility. New York: Free Press, 2012.

Carson, D.; Gilmore, A.; Perry, C.; Grønhaug, K. (2001): Qualitative Marketing Research. London: Sage

Clark, A. (2011): Smaller sized risk management, Canadian Underwriter, 78 (9), pp.38-42

Cen, L., Hilary, G., Wei, K.C.J. (2013): The Role of Anchoring Bias in the Equity Market: Evidence from Analysts’ Earnings Forecasts and Stock Returns, Journal of Financial & Quantitative Analysis, 48 (1), pp. 47-76.

Coppens, A (2014): Gamification in Business. Online verfügbar

Coughlan, P.; Coghlan, D (2002): Action Research for Operations Management, International Journal of Operations & Production Management, 22 (2), pp. 220-240

Cunningham, C.; Zicherman, G. (2011): Gamification by Design – Implementing game mechanics in web and mobile apps. 1st edition, Sebastopol: O’Reilly Media Inc

Csikszentmihalyi, M. Beyond Boredom and Anxiety – The Experience of Play in Work and Games. San Francisco, CA: Jossey-Bass, 1975.

Csíkszentmihályi, M (1975/2000): Beyond Boredeom and Anxiety: Experiencing Flow in Work and
Play. San Francisco: Jossey-Bass Publishers

Csikszentmihalyi, M. (2008): Flow – The psychology of optimal experience. New York: Harper Perennial

Dale, S (2014): Gamification: Making work fun or making fun of work?, in: Business Information. Review, vol. 31, no. 2, pp. 82-90

Das, R (2014): Gamification Applied to Employee Engagement: Is it Shamefication at Work? Online verfügbar

Davenport, William. „: Man, Play, and Games . Roger Caillois.“ American Anthropologist 65, Nr. 1 (Februar 1963): 178–79. doi:10.1525/aa.1963.65.1.02a00400.

Delbridge, R.; Kirkpatrick, I. (1994): Theory and practice of participant observation, in V. Wass and P. Wells (eds) (1994) Principles and Practice in Business and Management Research. Aldershot: Dartmouth, pp. 35–62.

Deterding, S.; Dixon, D.; Khaled, R.; Nacke, E. (2011): “From Game Design Elements to Gamefulness: Defining “Gamification”, in: Proceedings of Mindtrek 2011, MindTrek ’11, ACM, New York

Deterding, S.; Khaled, R.; Nacke, L. E.; Dixon, D. (2011a): “Gamification: Toward a Definition”, in Proceedings of the 2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems (CHI 2011) (S. 2429–2433), ACM, Vancouve

Deterding, S.; Sicart, M.; Nacke, L.; O’Hara, K.; Dixon, D. (2011b): “Gamification: Using game-design elements in non-gaming contexts”, in: Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems, pp. 2425-2428.

deVaus, D.A. (2002): Surveys in Social Research. (5th edn). London: Routledge.

Devlin, A.B. and Murphy, T.P., (1988): An architecture for a business and information system. IBM Systems Journal, 27 (1), pp. 60-80. Online verfügbar

Dignan, A (2011): Game frame: using games as a strategy for success. New York: Free Press

Dillman, D.A. (2007): Mail and Internet Surveys: The Tailored Design Method. (2nd ed). Hobeken, NJ: Wiley.

Duschek, Stephan; Sydow, Jörg (2013): Aktionsforschung – Königsweg zu Netzwerkzeugen? In: Sydow, Jörg; Duschek, Stephan (HRsg) (2013) Netzwerkzeuge: Tools für das Netzwerkmanagement. Springer Fachmedien Wiesbaden

Edery, D & Mollick, E (2008): Changing the game: how video games are transforming the future of business, Upper Saddle River, New Jersey: Pearson Education

Ellegaard, C. (2008): Supply risk management in a small company perspective, Supply Chain Management: An International Journal, 13 (6), pp. 25-434.

Eppler, M. / Hoff,ann, F. und Pfister, R.: Creability. Gemeinsam kreativ – innovative Methoden für die Ideenentwicklung in Teams, Stuttgart, 2014.

European Commision (2008): The New SME Definition: User Guide and Model Declaration, Enterprise and Industry Publications, European Union Publications Office. Online verfügbar

Falkner, E.M.; Hiebl, M.R.W. (2015): Risk management in SMEs: a systematic review of available evidence, Journal of Risk Finance (Emerald Group Publishing Limited), 16 (2), pp. 122-144

Fuchs, Mathias. Rethinking Gamification. Lüneburg: Meson-Press, 2014.

Gao, S.S.; Sung, M.C.; Zhang, J. (2013): Risk management capability building in SMEs: A social capital perspective, International Small Business Journal, 31(6,) pp. 677-700.

Gigerenzer, G.; Hertwig, R.; Pachur, T. (2011): Heuristics: The foundations of adaptive behavior, 1st edition. New York: Oxford University Press

Gill, J.; Johnson, P. (2002): Research Methods for Managers, 3rd Ed, London: Sage Publication Ltd

Goetz, T. (2011): Harnessing the Power of Feedback Loops. Wired. 19.11.12 Online verfügbar

Gunkel, M.A. (2010): Effiziente Gestaltung des Risikomanagements in deutschen nicht Finanz-Unternehmen. 1. Auflage, Norderstedt: Books on Demand GmbH.

Hamari, J.; Kolvisto, J.; Sarsa, H. (2014): “Does Gamification Work? – A Literature Review of Empirical Studies on Gamification”, proceedings of the 47th Hawaii International Conference on System Sciences, January 6-9, 2014, Hawaii

Hammersley, M. (2004): Action Research: A contra-diction in terms?, Oxford Review of Education, 30 (2), pp. 165-181.

Harada, Y.; Hunter, M. (2012): „Walking under a Ladder“: Superstition and Ritual as a cognitive bias in management decision making. Economics, Management, and Financial Markets Volume 7 (4), pp34-41

Heidt, Margareta. Gamification: Grundlagen der Implementierung spieltypischer Elemente im Wirtschaftskontext. Reihe Gesellschaftswissenschaften. Saarbrücken: AV Akademikerverl, 2012.

Herzig, P.; Strahringer, S.; Ameling, M. (2012). “Gamification of ERP Systems – Exploring Gamification Effects on User Acceptance Constructs”, in: Multikonferenz Wirtschaftsinformatik 2012 Tagungsband der MKWI 2012

Hollman, K. W. and Mohammad-Zadeh, S. (1984): Risk Management in Small Business, Journal of Small Business Management, 22 (1); pp. 7-55

Hron, A.; Kompe, H.; Otto,K.-P.; Wächter H. (1979): Aktionsforschung in der Ökonomie, Frankfurt (Main)/ New York: Campus Verlag

Hugos, M. (2012): “Enterprise Games: Using Game Mechanics to Build a Better Business”, O’Reilly, Sebastopol

Huizinga, J., Georges Bataille, Roger Caillois, Eric Voegelin, und Knut Ebeling. Das Spielelement der Kultur: Spieltheorien nach Johan Huizinga. 1. Aufl. Berlin: Matthes & Seitz, 2014.

Huizinga, Johan. Homo Ludens. Vom Ursprung der Kultur im Spiel. Hamburg: Hamburg, Rowohlt Taschenbuch Verlag, 1956.

Huotari, Kai; Hamari, Juho (2012): “Defining Gamification – A Service Marketing Perspective”, Tampere: MindTrek 2012, October 3-5th 2012

Jost,J. / Ledgerwood, A./ Hardin, C. (2008): Shared Reality, System Justification, and the Relational Basis of Ideological Beliefs. Social and Personality Psychology Compass, 2008, Vol.2(1), pp.171-186.

Juul, J. (2003): “The Game, the Player, the World: Looking for a Heart of Gameness”, in: Proceedings of Level Up; Digital Games Research Conference, Utrecht

Kahnemann, D. (2011): Thinking, Fast and Slow, London: Penguin Group

Kajüter, P. (2012): Risokomanagement im Konzern: Eine empirische Analyse börsennotierter Aktionskonzerne. München: Verlag Franz Vahlen GmbH

Kamasheva, A.V., E.R. Valeev, R.Kh. Yagudin, und K.R. Maksimova. „Usage of Gamification Theory for Increase Motivation of Employees“. Mediterranean Journal of Social Sciences, 1. Februar 2015. doi:10.5901/mjss.2015.v6n1s3p77.

Kapp, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer, 2012.

Kapp, Karl M., Lucas Blair, und Rich Mesch. The gamification of learning and instruction fieldbook: ideas into practice. San Francisco, CA: Wiley, 2014.

Klein, A. (2011) Risikomanagement und Risiko-Controlling. 1st edition. Munich: Haufe-Lexware

Kolb, Alice Y., und David A. Kolb. „Learning to Play, Playing to Learn: A Case Study of a ludic Learning Space“. Herausgegeben von Charalampos Mainemelis. Journal of Organizational Change Management 23, Nr. 1 (16. Februar 2010): 26–50. doi:10.1108/09534811011017199.

Krueger, R.A.; Casey, M.A. (2000) Focus Groups: A Practical Guide for Applied Research (3rd edn). Thousand Oaks, CA: Sage.

Kumar, Janaki, und Mario Herger. Gamification at Work: Designing Engaging Business Software. [Aarhus, Denmark]: Interaction Design Foundation, 2013.

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Lewis, Philip, Saunders, Mark; Thornhill, Adrian (2009): Research methods for business students. 5th edition. Edinburgh Gate: Pearson Education Limited Library Technology Report (2015) Designing Gamification in the right way; 51 (2), pp. 29-35

Lichtenvoort, D. (2014): Video game element incentives in cross functional enterprise. Hamburg: Diplomica Verlag GmbH

Lindegaard, Stefan (2011): Innovation: The 7 Key Differences Between Big and Small Companies. Online verfügbar

Lundqvist, S.A. (2014): An exploratory study of enterprise risk management: Pillars of ERM, Journal of Accounting, Auditing & Finance, 29, pp. 393-429

Maan, J. (2013): “Social Business Transformation Through Gamification”, International Journal of Managing Information Technology, Vol. 5, No. 3, pp. 9-16

Marcelino-Sádaba, S.; Pérez-Ezcurdia, A.; Echeverría L.; Angel M.; Villanueva, P. (2014): Project risk management methodology for small firms, International Journal of Project Management, 32 (2), pp. 327-340

Maroney, K. (2001): The Games Journal. Online verfügbar

McGonigal, Jane (2012): Reality is broken: why games make us better and how they can change the world. New York: Penguin Press.

McGonigal, J. (2015): The future of Games will focus on escaping from real reality – and improving it, Wall Street Journal, 26.06.2015. Online verfügbar

McGrath, Rita Gunther. The end of competitive advantage: how to keep your strategy moving as fast as your business. Boston, Massachusetts: Harvard Business Review Press, 2013.

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Meister, J. (2013): How Deloitte Made Learning a Game. Harvard Business Review.
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Michael, D. & Jesse, F. (2014): Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computer and Education, 15 May, pp 152-161

Mollick, E & Rothbard, N (2014): Mandatory Fun!: Consent, Gamification and the Impact of Games at Work. University of Pennsylvania, pp.1–54. Online verfügbar

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Nicholson, S. (2012): A User-Centered Theoretical Framework for Meaningful Gamification. Online verfügbar

Nicholson, Scott (2014): A recipe for meaningful gamification, in: Reiners, Torsten; Wood, Lincoln C. (eds.) Gamification in Education and Business. Schweiz: Springer International Publishing

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Zichermann, Gabe, und Joselin Linder. The gamification revolution: how leaders leverage game mechanics to crush the competition. New York: McGraw-Hill, 2013.