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Gamification and serious games: A literature meta-analysis and integrative model.

, and . Comput. Hum. Behav., (2019)

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Introduction to CCSCS'2018., , , and . Intelligent Environments (Workshops), volume 23 of Ambient Intelligence and Smart Environments, page 27. IOS Press, (2018)Cloud Computing Adoption by firms., and . MCIS (Short Papers), page 30. AISeL, (2012)QoE-based Load Balancing of OTT Video Content in SDN Networks., and . ISCC, page 1-6. IEEE, (2019)Assessing Industry 4.0 readiness in manufacturing: Evidence for the European Union., , and . Comput. Ind., (2019)Understanding individual-level digital divide: Evidence of an African country., , and . Comput. Hum. Behav., (2018)Gamification and serious games: A literature meta-analysis and integrative model., and . Comput. Hum. Behav., (2019)Leveraging internet of things and big data analytics initiatives in European and American firms: Is data quality a way to extract business value?, , and . Inf. Manag., (2020)Understanding the determinants of business intelligence system adoption stages: An empirical study of SMEs., , and . Ind. Manag. Data Syst., 118 (1): 236-261 (2018)Assumption-based argumentation with preferences and goals for patient-centric reasoning with interacting clinical guidelines., , , and . Argument Comput., 12 (2): 149-189 (2021)Investigating the effect of media synchronicity in professional use of video conferencing applications., , , and . Internet Res., 33 (6): 2131-2171 (2023)