Akhavan, P. & Rahimi, A. (2013). The Identification and Prioritization of Motivational Factors Affecting Knowledge-sharing in an Industrial-Research Organization, Innovation Management Journal, 1(2), pp. 107-135. (In Persian)
Blohm, I. & Leimeister, J. M. (2013). Gamification: Design of IT-Based Enhancing Services for Motivational Support and Behavioral Change, Business & Information Systems Engineering (BISE), 5, pp. 275-278.
Chan-Olmsted, S. (2006). Competitive Strategy for Media Firms: Strategic and Brand Management in Changing Media Markets, London: Routledge.
Chennamaneni, A., Teng, J. T., & Raja, M. (2012). A unified model of knowledge sharing behaviours: theoretical development and empirical test. Behaviour & Information Technology, 31(11), pp. 1097-1115.
Costello, J. & Oliver, J. (2018). Human Resource Management in the Media. In A. Albarran & B. Mierzejewska (Eds.), Handbook of Media Management and Economics (2nd ed., pp. 95-110). Abingdon, UK: Routledge.
Costello, J. & Oliver, K. (2018). Media Employees Display of Public Service Motivation in Their Online Professional Identities, Paper presented at the IRSPM Annual Conference 2018, UK.
Dale, S. (2014). Gamification: Making work fun, or making fun of work? Business Information Review, 31(2), pp. 82-90.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification, Paper presented at the Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments.
Dwyer, P. (2016). Managing creativity in media organizations, Managing Media Firms and Industries (pp. 343-365): Springer.
Epstein, Z. (2013). Enterprise gamification for employee engagement.
Gholipoor A. & Labbafi S. (2015) Knowledge Hiding Model in Software Company, Organizational Resource Management Research, 5(1), pp. 129-151. (In Persian)
Hamari, J. (2017). Do badges increase user activity? A field experiment on the effects of gamification, Computers in Human Behavior, 71, pp. 469-478.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work?-A Literature Review of Empirical Studies on Gamification, Paper presented at the HICSS.
Harjanti, D. & Noerchoidah, N. (2017). The Effect of Social Capital and Knowledge Sharing on Innovation Capability, Jurnal Manajemen dan Kewirausahaan, 19(2), pp. 72-78.
Hornung, O. & Smolnik, S. (2018). It’s Just Emotion Taking Me Over: Investigating the Role of Emotions in Knowledge Management Research, Paper presented at the Proceedings of the 51st Hawaii International Conference on System Sciences.
Huotari, K. & Hamari, J. (2012). Defining gamification: a service marketing perspective, Paper presented at the Proceeding of the 16th International Academic MindTrek Conference.
Jafari, M. T. (2018). An Operational Model for Gamification of Social and Welfare Services Provided to IRIB’s Employees, MA Thesis in Media Management at IRIB University. (In Persian)
Jafari, S., Arianfar, M., & Alvani, S. (2016). The Effect of Individual Motivations on Knowledge Sharing Behavior Considering the Moderating Role of Values (The case of Ideshahr). Journal of Information Technology Management, 8(2), pp. 253-272. (In Persian)
Jurado, J. L., Fernandez, A., & Collazos, C. A. (2015). Applying gamification in the context of knowledge management. Paper presented at the Proceedings of the 15th International Conference on Knowledge Technologies and Data-driven Business.
Khojasteh Bagherzadeh, H. (2015). The Differences between Media Organization and Industrial Organization. Interdisciplinary Studies in Media and Culture, 5(10), pp. 21-38. (In Persian)
King, R. Unified Business Model Gamification. A New and Proven Strategy to Massively Engage, Acquire, and Retain Customers. Retrieved from https://www.slideshare.net/RodKing/rod-gamification-pyramid-templaterodking.
Kocadere, S. A. & Çağlar, Ş. (2018). Gamification from player type perspective: A case study. Journal of Educational Technology & Society, 21(3), pp. 12-22.
Kung, L (2008). Strategic Management in the Media : Theory to Practice, London: Sage Publication.
Labafi, S. (2017). Knowledge hiding as an obstacle of innovation in organizations a qualitative study of software industry. AD-minister (30), pp. 131-148.
Labafi, S., Khajeheian, D., & Williams, I. (2018). Impact of Media Richness on Reduction of Knowledge-Hiding Behavior in Enterprises. Evaluating Media Richness in Organizational Learning(pp. 135-148): IGI global.
Lavasani, Z. S. A. (2016). Study The Effects Of Knowledge Management On The Management Of Media Organizations.
Lin, H.-F. (2007). Effects of extrinsic and intrinsic motivation on employee knowledge sharing intentions. Journal of information science, 33(2), pp. 135-149.
Marczewski, A. (2013). Gamification: a simple introduction.
Marczewski, A. (2017). A Revised Gamification Design Framework.
Maslow, A. H. (1954). Personality and motivation. Harlow, England: Longman, 1, 987.
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, pp. 525-534.
Mládková, L., Zouharová, J., & Nový, J. (2015). Motivation and knowledge workers. Procedia-Social and Behavioral Sciences, 207, pp. 768-776.
Paul, P. V. (2016). Knowledge Management using Gamification.
Pflug, K. & M. Jara, J. (2014). Workplace Fun and Games Motivate Employees. World at Work span magazine, pp. 48-54.
Quinn, S. (2002). Knowledge management in the digital newsroom: Taylor & Francis.
Rasooli, R., Azar, A., & Papian, N. (2016). Effective Concepts on Transforming National Media into a Knowledge-based Organization, Quarterly Journal of Public Organizations Management, 4(2), pp. 67-98. (In Persian)
Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification, Business Horizons, 58(4), pp. 411-420.
King, Rod. Unified Business Model Gamification. 2016. A New and Proven Strategy to Massively Engage, Acquire, and Retain Customers. Retrieved from https://www.slideshare.net/RodKing/rod-gamification-pyramid-templaterodking.
Roshandel Arbatani, T., Sharifi, S. M., & Labafi, S. (2018). Media Management: Concepts, Theories & Approaches, Tehran: Tehran University Press. (In Persian)
Salavatian, S., Mousavian, S., & Irandost, M. (2017). Proposing a Knowledge Management Model for IRIB Organization, Strategic Management Thought, 11(2), pp. 149-184. (In Persian)
Schacht, S. & Maedche, A. (2015). Project Knowledge Management While Simply Playing! Gaming Mechanics in Project Knowledge Management Systems. In T. Reiners & L. C. Wood (Eds.), Gamification in Education and Business (pp. 593-614). Cham: Springer International Publishing.
Sharifi, S. M. & Roushandel Arabtani, T. (2015). From Reputational Capital to Media Reputation, Tehran: Scientific and Cultural Press. (In Persian)
Silic, M. & Back, A. (2017). Impact of Gamification on User's Knowledge-Sharing Practices: Relationships between Work Motivation, Performance Expectancy and Work Engagement.
Singhsomransukh, S. & Heo, D. (2017). Gamification of Knowledge Sharing Practices: A Proposed Conceptual Framework for Organizational Learning, Paper presented at the ICICKM 2017 14th International Conference on Intellectual Capital Knowledge Management & Organizational Learning: ICICKM 2017.
Suh, A., Wagner, C., & Liu, L. (2015). The effects of game dynamics on user engagement in gamified systems,Paper presented at the 2015 48th Hawaii International Conference on System Sciences.
Van Den Hooff, B. & De Ridder, J. A. (2004). Knowledge sharing in context: the influence of organizational commitment, communication climate and CMC use on knowledge sharing. Journal of Knowledge Management, 8(6), pp. 117-130.
Vuori, V. & Okkonen, J. (2012). Knowledge sharing motivational factors of using an intra-organizational social media platform, Journal of knowledge management, 16(4), pp. 592-603.
Werbach, K. & Hunter, D. (2012). For the win: How game thinking can revolutionize your business: Wharton Digital Press.
Werbach, K. (2014). (Re) defining gamification: A process approach, Paper presented at the International conference on persuasive technology.
Wiegand, T. & Stieglitz, S. (2014). Serious Fun-Effects of Gamification on Knowledge Exchange in Enterprises, Paper presented at the GI-Jahrestagung.
Yin, H., Yamamoto, K., Kuramoto, I., & Tsujino, Y. (2016). Light Quest: A Gamified Knowledge-sharing System to Increase Motivation to Provide Long-tail Knowledge. Paper presented at the Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology.