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Why girls go pink: Game character identification and game-players' motivations.

, , , and . Comput. Hum. Behav., 29 (6): 2640-2649 (2013)

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Proposing a Survey Instrument for Measuring Operational, Formal, Information, and Strategic Internet Skills., , and . Int. J. Hum. Comput. Interact., 28 (12): 827-837 (2012)Does e-government reduce the administrative burden of businesses? An assessment of business-to-government systems usage in the Netherlands., , , and . Gov. Inf. Q., 31 (1): 160-169 (2014)Why girls go pink: Game character identification and game-players' motivations., , , and . Comput. Hum. Behav., 29 (6): 2640-2649 (2013)A cognitive-behavioral model of problematic online gaming in adolescents aged 12-22 years., , , and . Comput. Hum. Behav., 29 (1): 202-209 (2013)Appropriation of wearable augmented reality., , , and . MobileHCI Adjunct, page 437-439. ACM, (2018)The Influence of Privacy on the Acceptance of Technologies for Assisted Living., , , and . HCI (28), volume 12208 of Lecture Notes in Computer Science, page 463-473. Springer, (2020)Explaining the acceptance and use of government Internet services: A multivariate analysis of 2006 survey data in the Netherlands., , and . Gov. Inf. Q., 25 (3): 379-399 (2008)Perspectives on the Acceptance and Social Implications of Smart Glasses: A Qualitative Focus Group Study in Healthcare., , , and . Int. J. Hum. Comput. Interact., 40 (2): 149-159 (January 2024)The effects of interactive brand placements in online games on children's cognitive, affective, and conative brand responses., , , and . Comput. Hum. Behav., 26 (6): 1787-1794 (2010)A theoretical framework to study long-term use of smart eyewear., , , and . UbiComp/ISWC Adjunct, page 667-670. ACM, (2019)