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Emotional Response to Extended Realities: The Effects of Augmented and Virtual Technologies in a Shopping Context.

, , and . HICSS, page 1-10. ScholarSpace, (2021)

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The role of interactive practice in business performance., , , and . Ind. Manag. Data Syst., 120 (8): 1521-1542 (2020)The effect of challenge-based gamification on learning: An experiment in the context of statistics education., , , , and . Int. J. Hum. Comput. Stud., (2020)Introduction to the Minitrack on Gamification., , , and . HICSS, page 1317. ScholarSpace, (2024)The Effect of Operating in Many Realities on Memory: An Experiment on Memory Recognition in Extended Realities., , , , and . HICSS, page 1-10. ScholarSpace, (2021)Introduction to the Minitrack on Gamification., , , and . HICSS, page 1105. ScholarSpace, (2023)Creativity in Virtual Reality: A Systematic Literature Review., , and . ACIS, (2023)Wearable gaming technology: A study on the relationships between wearable features and gameful experiences., , , , and . Int. J. Hum. Comput. Stud., (January 2024)Emotional Response to Extended Realities: The Effects of Augmented and Virtual Technologies in a Shopping Context., , and . HICSS, page 1-10. ScholarSpace, (2021)The Use of Augmented Reality in Retail: A Review of Literature., , , , and . HICSS, page 1-10. ScholarSpace, (2021)VR Shopping: A Review of Literature., and . AMCIS, Association for Information Systems, (2019)