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How is Gamification Perceived in Health and Wellness Technology Companies: Views from Four Companies of Different Size.

, , , and . MCIS, page 21. University of Nicosia / AISeL, (2016)

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Why Buy Virtual Helmets and Weapons? Introducing a Typology of Gamers., , and . Bled eConference, page 25. (2015)Examining the Usage Intentions of Exercise Monitoring Devices: The Usage of Pedometers and Route Trackers in Finland., , , and . Bled eConference, page 18. (2012)Ideal Types of Online Shoppers - A Qualitative Analysis of Online Shopping Behavior., , , , , and . MCIS, page 30. AISeL, (2018)The Effects of Individual Values on Online Shopping Spending., , and . Bled eConference, page 10. University of Maribor Press / Association for Information Systems, (2019)Wellness Technology Use in Everyday Life: A Diary Study., , , and . Bled eConference, page 31. (2017)Using a Physical Activity Application to Promote Physical Activity Levels Among Aged People: A Follow-Up Study., , , and . HICSS, page 1-10. ScholarSpace, (2021)Changes in the Use Intention of Digital Wellness Technologies and Its Antecedents Over Time: The Use of Physical Activity Logger Applications Among Young Elderly in Finland., , and . HICSS, page 1-10. ScholarSpace, (2021)Demographic Differences in the Effectiveness of a Physical Activity Application to Promote Physical Activity: Study Among Aged People., , and . Bled eConference, page 46. University of Maribor Press / Association for Information Systems, (2021)Stages of Exercise Behavior Change in a Digital Wellness Program for Aged People: Relationship With Self-Efficacy for Exercise., , and . Bled eConference, page 17. University of Maribor Press / Association for Information Systems, (2022)Visualising maritime vessel open data for better situational awareness in ice conditions., , , , and . MindTrek, page 92-99. ACM, (2018)