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Digital Game Narrative Quality: Developing a Measure., and . ICIS, Association for Information Systems, (2017)Senior Scholars' Consortium: How can IS scholars increase global sustainability, both collectively and personally?, , , , , and . ICIS, Association for Information Systems, (2020)Personal Nature and Ambiguity as Sources of Message Equivocality: An Extension of Media Richness Theory., , and . HICSS (3), page 34-40. IEEE Computer Society, (1996)The Effects of 'Green' on IT/S Projects: Recycling the Garbage Can Model., , , and . HICSS, page 974-983. IEEE Computer Society, (2013)Organizational Sensemaking and Big Data Frames: Opportunity, Control, and Data Limitation., and . HICSS, page 4772-4781. IEEE Computer Society, (2015)Panel: A call for action in tackling environmental sustainability through green information technologies and systems., , , , , , and . ECIS, page 3019. (2009)Analyzing the past to prepare for the future: writing a literature review, and . MIS Q., 26 (2): xiii--xxiii (June 2002)Understanding the Software Training Process: What's Really Important?., , and . ICIS, page 292. Association for Information Systems, (1992)Gamification - A Novel Phenomenon or a New Wrapping for Existing Concepts?, , and . ICIS, Association for Information Systems, (2015)Making computer tasks at work more playful: Implications for systems analysts and designers.. SIGCPR, page 78-87. ACM, (1988)