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How to increase sustainable engagement in the workplace through green IS: the role of instructional and motivational design features.

, , , and . ECIS, (2023)

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Measuring flow in gamification: Dispositional Flow Scale-2., and . Comput. Hum. Behav., (2014)Why do people play games? A meta-analysis., and . Int. J. Inf. Manag., 37 (3): 125-141 (2017)Gamified crowdsourcing: Conceptualization, literature review, and future agenda., , , and . Int. J. Hum. Comput. Stud., (2017)"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games., , and . Int. J. Inf. Manag., (2020)Strengthening gamification studies: Current trends and future opportunities of gamification research., , , , and . Int. J. Hum. Comput. Stud., (2019)Wearable gaming technology: A study on the relationships between wearable features and gameful experiences., , , , and . Int. J. Hum. Comput. Stud., (January 2024)Tailored gamification: A review of literature., , , and . Int. J. Hum. Comput. Stud., (2020)The ingredients of Twitch streaming: Affordances of game streams., , , and . Comput. Hum. Behav., (2019)Why do players buy in-game content? An empirical study on concrete purchase motivations., , , , , and . Comput. Hum. Behav., (2017)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)