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Evaluating the Impact of Gamification on the Online Shop of a Game Server: A Comparison between the Portuguese and North American Contexts.

, , и . Informatics, 10 (2): 36 (2023)

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Intelligent Management and Efficient Operation of Big Data., , , и . CoRR, (2016)Measuring the Maturity of the Business Intelligence and Analytics Initiative of a Large Norwegian University: The BEVISST Case Study., и . Int. J. Bus. Intell. Res., 12 (2): 1-26 (2021)Learning Scorecard: Monitor and Foster Student Learning through Gamification., , , , , и . EKM@EKAW, том 1780 из CEUR Workshop Proceedings, стр. 39-50. CEUR-WS.org, (2016)The Pros and Cons of Using SDL for Creation of Distributed Services., , , , , , и . IS&N, том 1597 из Lecture Notes in Computer Science, стр. 342-354. Springer, (1999)Learning Scorecard: Monitor and Foster Student Learning Through Gamification., , , , , и . EKAW (Satellite Events), том 10180 из Lecture Notes in Computer Science, стр. 55-68. Springer, (2016)Report on the Capability Assessment and Improvement Workshop (CAIW) at iPres 2013., и . D Lib Mag., (2014)Explainable Artificial Intelligence (XAI): A Systematic Literature Review on Taxonomies and Applications in Finance., , , и . IEEE Access, (2024)Generating personalized business card designs from images., , и . Multim. Tools Appl., 81 (18): 25051-25073 (2022)3rd EKM Workshop Chairs' Welcome & Organization., , и . WWW (Companion Volume), стр. 1015-1017. ACM, (2018)The Past, Present, and Future of Learning Analytics.. WWW (Companion Volume), стр. 1021. ACM, (2018)