Aaltola, J. & Valli, R. (2010). Ikkunoita tutkimusmetodeihin 1, Metodin valinta ja aineiston keruu: virikkeitä aloittelevalle tutkijalle.
Blank, S. (2009). Why the Lean Start-Up Changes Everything, Harvard Business Review.5(2): 206-211
Brewer, R. S., G. E. Lee, and P. M. Johnson, 2011. The Kukui Cup: a dorm energy competition focused on sustainable behavior change and energy literacy, 44th Hawaii International Conference in System Sciences (HICSS), 1-10. IEEE.
Crumlish, C., and E. Malone, 2009. Designing social interfaces: Principles, patterns, and practices for improving the user experience. O'Reilly Media, Inc.
Dencheva, S., C. R. Prause, and W. Prinz, 2011. Dynamic self-moderation in a corporate wiki to improve participation and contribution quality. 12th European Conference on Computer Supported Cooperative Work (ECSCW 2011), 24-28 September 2011, Aarhus Denmark, 1-20. Springer London
Deterding, S. 2011. Situated motivational affordances of game elements: A conceptual model. Gamification: Using Game Design Elements in Non-Gaming Contexts, a workshop at CHI2011.
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. and J. Koivisto, 2013. Social motivations to use gamification: an empirical study of gamifying exercise. ECIS 2013.
Herger M., Gamification in human resources. Engaging people by letting them having fun, Enterprise Gamification, 2011.
Huotari, K. and J. Hamari, 2012. Defining gamification: a service marketing perspective. the 16th International Academic MindTrek Conference: ACM.
Kuutti J., Designing gamification, MA, 2013.
Marczewski, A. 2013. Gamification: a simple introduction, Andrzej
Marin I. & Hierro E., Gamification: The power of the game in business management and connection with customers. Barcelona: Active Company, 2013.
McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Books.
Muntean, C. I. 2011. Raising engagement in e-learning through gamification. The 6th International Conference on Virtual Learning ICVL.
Rauch, M. 2013. Best Practices for Using Enterprise Gamification to Engage Employees and Customers. Human-Computer Interaction. Applications and Services, Springer, 276-283.
Ries, E. (2013). Lean start-up Practices aren’t Just for Young Tech Ventures. A Version of this Article Appeared in the May 2013 issue of Harvard Business Review.
Rojas M., Gamification in HR processes- Medium or end? Recovered from: https://lanuevarutadelempleoargentina.wordpress.com/2016/02/22/la-gamificacion-en- los-procesos-de-rrhh- medio-o-fin / February 22, 2016.
Salamzadeh, A. and Kawamorita, H. (2017). The Enterprising Communities and Startup Ecosystem in Iran, Journal of Enterprising Communities, 11(4): Forthcoming.
Visch Valentijn, N. V., Hester Anderiesen, Katinka van der Kooij, 2013. Persuasive Game Design: A model and its definitions. CHI academy.
Werbach, K. 2014. (Re)Defining Gamification: A Process Approach. Persuasive Technology, 266-272, Springer.
Werbach K., Hunter D., For the win. How game thinking can revolutionize your business, Wharton Digital Press, Philadelphia, 2012.
Zicherman, G. & Cunningham, C. (2011) Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media.
Zichermann, G. and J. Linder, 2010. Game-based marketing: inspire customer loyalty through rewards, challenges, and contests, John Wiley and Sons.