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Understanding persistence in the use of Online Fitness Communities: Comparing novice and experienced users., , , and . Comput. Hum. Behav., (2016)Evaluating a recommendation application for online video content: an interdisciplinary study., , , , , , and . EuroITV, page 115-122. ACM, (2010)Semantics in the wild: a digital assistant for Flemish citizens., , , , , , and . ICEGOV, page 1-6. ACM, (2018)Communicating Creativity on YouTube: What and for Whom?, , and . Cyberpsy., Behavior, and Soc. Networking, 15 (3): 129-134 (2012)Studying Web 2.0 Interactivity: A Research Framework and Two Case Studies., and . Int. J. Interact. Commun. Syst. Technol., 2 (2): 1-18 (2012)Web archives as a data resource for digital scholars, , , , , , and . International Journal of Digital Humanities, 1 (1): 85--111 (Apr 1, 2019)Smart Ideas for Smart Cities: Investigating Crowdsourcing for Generating and Selecting Ideas for ICT Innovation in a City Context., , , and . J. Theor. Appl. Electron. Commer. Res., 7 (3): 49-62 (2012)Uncharted waters?: exploring experts' opinions on the opportunities and limitations of serious games for foreign language learning., , and . Fun and Games, page 107-115. ACM, (2010)Tapping into the field of foreign language learning games., , , and . Int. J. Arts Technol., 6 (1): 44-60 (2013)Öpen Government Data" - based Business Models - A Market Consultation on the Relationship with Government in the Case of Mobility and Route-Planning Applications., , , , , and . ICE-B, page 64-71. SciTePress, (2016)