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Does the Ability to Choose Matter? On the Relationship between Bring-your-own Behavior and IT Satisfaction.

, , , and . Commun. Assoc. Inf. Syst., (2018)

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Conceptualizing Immersion for Individual Learning in Virtual Reality., , , and . Wirtschaftsinformatik, page 330-344. University of Siegen, Germany / AISeL, (2019)Is Virtual Reality the Future of Learning? A Critical Reflection., , , and . HICSS, page 1-10. ScholarSpace, (2019)Towards a Theory of Trust-based Acceptance of Affective Technology., , and . ECIS, page Research Paper 103. (2016)The Role of Immersive Virtual Reality in Individual Learning.. HICSS, page 1-10. ScholarSpace / AIS Electronic Library (AISeL), (2018)Feeling Presence in Immersive Virtual Reality for Individual Learning.. ICIS, Association for Information Systems, (2018)Beyond Intuition: Towards a Framework for Empirical-Based Design Theory Building in Design Science Research., , , , and . HICSS, page 1-10. ScholarSpace, (2019)The Influence of Situational Factors and Gamification on Intrinsic Motivation and Learning., , and . Wirtschaftsinformatik, page 1904-1915. University of Siegen, Germany / AISeL, (2019)Biomedical Data Acquisition and Processing to Recognize Emotions for Affective Learning., , , , , , , , , and 1 other author(s). BIBE, page 126-132. IEEE, (2018)On Experiments in Design Science Research and Theory Development: A Literature Review., , and . HICSS, page 4454-4463. IEEE Computer Society, (2016)The value declaration: a method for integrating human values into design-oriented research projects., , and . Ethics Inf. Technol., 23 (1): 75-78 (2021)