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How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach.

, and . J. Knowl. Manag., 21 (2): 416-431 (2017)

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The Effects of 360-Degree VR Videos on Audience Engagement: Evidence from the New York Times., , and . HCI (23), volume 10923 of Lecture Notes in Computer Science, page 217-235. Springer, (2018)The Use of Wearable Technologies and Body Awareness: A Body-Tool Relationship Perspective., , and . HCI (26), volume 617 of Communications in Computer and Information Science, page 388-392. Springer, (2016)User Adaptation to cybersickness in Virtual Reality: a Qualitative Study., and . ECIS, (2019)How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach., and . J. Knowl. Manag., 21 (2): 416-431 (2017)Empathy or perceived credibility? An empirical study on individual donation behavior in charitable crowdfunding., , and . Internet Res., 28 (3): 623-651 (2018)Does Virtuality Increase Social Capital within an Organization?, and . PACIS, page 106. AISeL, (2007)Gamification in the Workplace: The Central Role of the Aesthetic Experience., , , and . J. Manag. Inf. Syst., 34 (1): 268-305 (2017)A Literature Review on a Neuro-Psychological Approach to Immersive Technology Research., and . HCI (15), volume 12776 of Lecture Notes in Computer Science, page 97-115. Springer, (2021)Explaining a Virtual Worker's Job Performance: The Role of Psychological Distance., and . HCI (14), volume 9744 of Lecture Notes in Computer Science, page 241-252. Springer, (2016)The physical body as a computing interface: Theoretical conceptualization of embodied affordances and empirical validation.. Telematics Informatics, (August 2023)