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Preferred Gamification Elements in a Health Behavior Change Support System for Stress Management., , , и . HICSS, стр. 2973-2982. ScholarSpace, (2023)Digital nudging to Promote Energy conservation Behavior - Framing and Default Rules in a Smart Home App., , и . ECIS, (2022)Gamification in Nutrition Apps - Users' Gamification Element Preferences: A Best-Worst-Scaling Approach., и . HICSS, стр. 1-10. ScholarSpace, (2021)Gamifying Digital Work: An Empirical Investigation how Gamification Affects IS Use Appraisal., , и . HICSS, стр. 5494-5503. ScholarSpace, (2023)Belastungsfaktoren der digitalen Arbeit. Eine beispielhafte Darstellung der Faktoren, die digitalen Stress hervorrufen, , , , , , и . (2020)Promoting Energy-Conservation Behavior in a Smart Home App: Kano Analysis of User Satisfaction with Feedback Nudges., , , и . ICIS, Association for Information Systems, (2022)Towards Designing a Mobile Stress Coping Assistant., , , , и . HICSS, стр. 1-10. ScholarSpace, (2022)Digital Nudging in Online Grocery Stores - Towards Ecologically Sustainable Nutrition., , и . ICIS, Association for Information Systems, (2020)Considering Characteristic Profiles of Technologies at the Digital Workplace: The Influence on Technostress., , , , и . ICIS, Association for Information Systems, (2020)