Reference health

When the Clock Strikes: Exploring the Mindset Effects of Temporal Cues in Gamified Online Learning Systems

https://doi.org/10.2139/ssrn.3693481
CiteStamped reference-health badge
56/56 checkable references clean · checked 2026-08-28

Every reference with a DOI in the deposited reference list resolved to a known work in Crossref or DataCite at the dated check, and none carried a retraction, withdrawal, or removal notice.

12 without a DOI — not checked. A reference deposited without a DOI is never matched by title or guessed at; it stays outside the checked set, and this line discloses that.

The 56 checked references that resolve
resolves10.2307/3250951
Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1
resolves10.1287/mnsc.2015.2417
Reference-Dependent Preferences: Evidence from Marathon Runners
resolves10.2307/23042809
An Odyssey into Virtual Worlds: Exploring the Impacts of Technological and Spatial Environments on Intention to Purchase Virtual Products1
resolves10.1086/432230
The Influence of a Mere Social Presence in a Retail Context
resolves10.1257/aer.99.1.544
Doing Good or Doing Well? Image Motivation and Monetary Incentives in Behaving Prosocially
resolves10.1287/mnsc.2016.2663
Deadlines, Workflows, Task Sorting, and Work Quality
resolves10.1177/014616702236868
Effects of Deliberative and Implemental Mindsets on Persistence in Goal-Directed Behavior
resolves10.1037/h0025895
Socially induced drive and range of cue utilization.
resolves10.1177/0146167214539707
Visual Attention and Goal Pursuit
resolves10.1086/432234
Effects of Participative Pricing on Consumers' Cognitions and Actions: A Goal Theoretic Perspective
resolves10.1086/323734
Embarrassment in Consumer Purchase: The Roles of Social Presence and Purchase Familiarity: Table 1
resolves10.1287/mnsc.2014.1901
The Fresh Start Effect: Temporal Landmarks Motivate Aspirational Behavior
resolves10.1177/0956797615605818
Put Your Imperfections Behind You
resolves10.1145/2181037.2181040
From game design elements to gamefulness
resolves10.1509/jmkr.44.3.370
The Shopping Momentum Effect
resolves10.1177/1529100618821893
Beyond Willpower: Strategies for Reducing Failures of Self-Control
resolves10.1016/j.compedu.2013.06.006
Young students using iPads: App design and content influences on their learning pathways
resolves10.1037/0022-3514.73.1.186
Implementation intentions and effective goal pursuit.
resolves10.1037/0022-3514.59.6.1119
Deliberative and implemental mind-sets: Cognitive tuning toward congruous thoughts and information.
resolves10.1037/0022-3514.56.4.531
Effects of deliberative and implemental mind-sets on illusion of control.
resolves10.1080/08923649709526970
Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment
resolves10.1093/jcr/ucz039
Good Vibrations: Consumer Responses to Technology-Mediated Haptic Feedback
resolves10.1016/j.compedu.2014.08.019
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
resolves10.1016/j.chb.2018.06.037
How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love
resolves10.1037/0022-3514.77.5.1011
Social presence effects in the Stroop task: Further evidence for an attentional view of social facilitation.
resolves10.1109/TLT.2014.2329293
Gamification for Engaging Computer Science Students in Learning Activities: A Case Study
resolves10.1086/504136
Shopping Goals, Goal Concreteness, and Conditional Promotions
resolves10.25300/MISQ/2017/41.4.01
Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1
resolves10.1111/j.1745-6924.2008.00083.x
Harnessing Our Inner Angels and Demons: What We Have Learned About Want/Should Conflicts and How That Knowledge Can Help Us Reduce Short-Sighted Decision Making
resolves10.1145/2567948.2580054
Building engagement for MOOC students
resolves10.1016/j.jbusres.2018.10.051
Developing a gamified mobile application to encourage sustainable energy use in the office
resolves10.1111/j.1559-1816.2000.tb02823.x
Motivational and Volitional Processes in Action Initiation: A Field Study of the Role of Implementation Intentions<sup>1</sup>
resolves10.2307/25148783
Understanding and Mitigating Uncertainty in Online Exchange Relationships: A Principal–Agent Perspective1
resolves10.1145/1121112.1121113
An investigation into the effects of Text-To-Speech voice and 3D avatars on the perception of presence and flow of live help in electronic commerce
resolves10.1515/mmcks-2016-0016
The Influence of Scheduling Style on Assortment Size
resolves10.1016/j.joep.2009.06.008
The mental accounting of time
resolves10.1016/j.chb.2017.02.001
Social presence in relation to students' satisfaction and learning in the online environment: A meta-analysis
resolves10.1287/isre.2016.0630
Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same
resolves10.1037/a0038051
So what if the clock strikes? Scheduling style, control, and well-being.
resolves10.1016/j.copsyc.2018.06.003
Scheduling styles
resolves10.1093/jcr/ucy022
Mind the Gap: How Smaller Numerical Differences Can Increase Product Attractiveness
resolves10.1080/07421222.2019.1705512
Using Design-Science Based Gamification to Improve Organizational Security Training and Compliance
resolves10.1080/07421222.2017.1297642
Gamification in the Workplace: The Central Role of the Aesthetic Experience
resolves10.1108/JKM-10-2016-0429
How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach
resolves10.1080/08874417.2016.1229143
Enhancing User Engagement through Gamification
resolves10.1037/0022-3514.69.2.213
Effects of mindset on positive illusions.
resolves10.1016/j.chb.2007.10.008
Online flow experiences, problematic Internet use and Internet procrastination
resolves10.1086/677840
The Categorization of Time and Its Impact on Task Initiation
resolves10.2307/25148660
User Acceptance of Hedonic Information Systems1
resolves10.1016/j.jbusres.2018.12.058
Experiences that matter? The motivational experiences and business outcomes of gamified services
resolves10.3102/0034654312436980
Our Princess Is in Another Castle
resolves10.1177/0956797612441608
Crossing the Virtual Boundary
resolves10.1016/j.compedu.2013.07.002
Academic self-concept and social presence in face-to-face and online learning: Perceptions and effects on students' learning achievement and satisfaction across environments
resolves10.25300/MISQ/2021/14312
Early Bird Versus Late Owl: An Empirical Investigation of Individual Shopping Time Habit and its Effects
resolves10.1093/jcr/ucaa016
On My Own: The Aversion to Being Observed during the Preference-Construction Stage
resolves10.1016/j.jesp.2005.12.004
Mindsets and pre-conscious open-mindedness to incidental information
The 12 references without a DOI — listed, not checked
no DOI — not checkedref6
no DOI — not checkedQuick quiz: A gamified approach for enhancing learning
no DOI — not checkedSocial presence and online learning: A current view from a research perspective
no DOI — not checkedAction phases and mind-sets
no DOI — not checkedref28
no DOI — not checkedUsing badges for shaping interactions in online learning environments
no DOI — not checkedBeyond student perceptions: Issues of interaction, presence, and performance in an online course
no DOI — not checkedref49
no DOI — not checkedGamifying information systems-a synthesis of gamification mechanics and dynamics
no DOI — not checkedThe effects of utilitarian, hedonic and relational factors on intention: The moderating role of website anxiety
no DOI — not checkedref65
no DOI — not checkedQiu L, Benbasat I (2005) An investigation into the effects of text-to-speech voice and 3D avatars on the perception of presence and flow of live help in electronic commerce
What this badge says. CiteStamped means the CHECKABLE references of this work were clean at the dated check: each resolved to a known work in a public registry, and none carried a retraction notice at that time. It says nothing about the quality, findings, or importance of the work itself, and nothing about references deposited without a DOI.

checked 2026-08-28 — re-checked daily as this page is visited; titles and statuses come from Crossref and DataCite and are not part of the signed record

Embed this badge

Both snippets point at the live badge image and link back to this page. The badge re-renders from the daily check, so an embed never goes stale by more than a day of visits.

<a href="https://citestamp.com/citestamped/10.2139/ssrn.3693481"><img src="https://citestamp.com/citestamped/10.2139/ssrn.3693481/badge.svg" alt="CiteStamped reference-health badge" width="460" height="64"></a>
[![CiteStamped reference-health badge](https://citestamp.com/citestamped/10.2139/ssrn.3693481/badge.svg)](https://citestamp.com/citestamped/10.2139/ssrn.3693481)