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Playing with science: Exploring how game activity motivates users participation on an online citizen science platform.

, , , , , , , , and . Aslib J. Inf. Manag., 68 (3): 306-325 (2016)

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Exploring Interaction: Print and Online News Media Synergies., and . Internet Res., 23 (1): 89-108 (2013)Haven or hell? Telework, flexibility and family in the e-society: a Marxist analysis., and . Eur. J. Inf. Syst., 15 (4): 379-388 (2006)Fight club: culture, conflict and everyday life amongst an online 'community'., , and . Int. J. Web Based Communities, 2 (4): 474-489 (2006)Defining and Measuring Success in Online Citizen Science: A Case Study of Zooniverse Projects., , , , , , , and . Comput. Sci. Eng., 17 (4): 28-41 (2015)Science Learning via Participation in Online Citizen Science., , , , , , , and . CoRR, (2016)Net Gains., , , , and . Woman, Work and Computerization, volume 172 of IFIP Conference Proceedings, page 26-33. Kluwer, (2000)Gender and Cultural Influences in IT Education., , , and . PACIS, page 38. AISeL, (1997)People, business and IT skills: the perspective of women in the IT industry., , , and . SIGCPR, page 152-157. ACM, (2000)Gender & teleworking identities: reconstructing the research agenda., and . ECIS, page 1989-2001. (2004)Sustainable virtual world ecosystems., , and . DATA BASE, 38 (4): 29-31 (2007)