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From the Hands of an Early Adopter's Avatar to Virtual Junkyards: Analysis of Virtual Goods' Lifetime Survival., , , , and . CoRR, (2019)How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game., , , and . Comput. Hum. Behav., (2017)Measuring flow in gamification: Dispositional Flow Scale-2., and . Comput. Hum. Behav., (2014)Gamified crowdsourcing: Conceptualization, literature review, and future agenda., , , and . Int. J. Hum. Comput. Stud., (2017)Why do people play games? A meta-analysis., and . Int. J. Inf. Manag., 37 (3): 125-141 (2017)A gradual approach for maximising user conversion without compromising experience with high visual intensity website elements., , and . Internet Res., 29 (1): 194-217 (2019)A picture is worth a thousand words: an empirical study on the influence of content visibility on diffusion processes within a virtual world., , and . Behav. Inf. Technol., 35 (11): 926-945 (2016)Gamification in Academia: Does Psychological Engagement Boost Performance?, , , and . Int. J. Game Based Learn., 12 (1): 1-18 (2022)Fame and fortune, or just fun? A study on why people create content on video platforms., , , and . Internet Res., 30 (1): 165-190 (2020)Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?, , , and . Int. J. Hum. Comput. Interact., 35 (9): 804-819 (2019)