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A Research Agenda for the Why, What, and How of Gamification Designs Results on an ECIS 2019 Panel

, , , , , , , , , , , , and . Communications of the Association for Information Systems, 46 (1): 706-721 (2020)
DOI: 10.17705/1CAIS.04630

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The Comparative Self: Understanding the Motivation to Play and the Subsequent Video Game Use., , , and . DiGRA Conference, Digital Games Research Association, (2019)Territorial or nomadic? Geo-social determinants of location-based IT use: a study in Pokémon GO., , , , and . Internet Res., 32 (7): 330-353 (2022)(in press). Designing Computer-mediated Communication with Affective Technology to Increase Feedback Acceptance, , , , , and . Hybrid Societies - Humans Interacting with Embodied Technologies, 1, Springer, (2023)Two-Faced Users? Exploring Motivational Taxonomies of Playful Systems., , , and . AMCIS, Association for Information Systems, (2020)Decoding Gamification: A Randomized Within-Subjects Experiment on Affordances., , , and . ACIS, (2023)The Saliency of Dispositions: Personality Traits, Anger. and Aggression as Antecedents of Toxicity in Multiplayer Online Battle Arena Games., , , and . ACIS, (2023)Perpetrators in League of Legends: Scale Development and Validation of Toxic Behavior., , and . HICSS, page 1-10. ScholarSpace, (2019)Dark Desires? Using the Theory of Basic Desires to Better Understand Toxic Behavior in Multiplayer Online Games., , , and . HICSS, page 5551-5559. ScholarSpace, (2023)Beyond Intuition: Towards a Framework for Empirical-Based Design Theory Building in Design Science Research., , , , and . HICSS, page 1-10. ScholarSpace, (2019)Why am I watching? Capturing the interplay of social and technological aspects of online live streaming., , , and . GamiFIN, volume 2637 of CEUR Workshop Proceedings, page 199-209. CEUR-WS.org, (2020)