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Einflussfaktoren für die Akzeptanz von digitalen Werkzeugen in den Geisteswissenschaften.

, , and . MuC, page 17-27. ACM, (2020)

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Designing tailored gamification: A mixed-methods study on expert perspectives and user behavior in a gamified app for sustainability at work., , , , , , and . GamiFIN, volume 3405 of CEUR Workshop Proceedings, page 1-12. CEUR-WS.org, (2023)Designing gamification and persuasive systems: A systematic literature review., and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 100-109. CEUR-WS.org, (2021)How to increase sustainable engagement in the workplace through green IS: the role of instructional and motivational design features., , , and . ECIS, (2023)Leading in the digital age: A systematic review on leader traits in the context of e-leadership., , , , , and . ECIS, (2022)Outplay Your Weaker Self: A Mixed-Methods Study on Gamification to Overcome Procrastination in Academia., , , , , and . CHI, page 523:1-523:19. ACM, (2024)Player Types and Game Element Preferences: Investigating the Relationship with the Gamification User Types HEXAD Scale., and . HCI (28), volume 12789 of Lecture Notes in Computer Science, page 219-238. Springer, (2021)Einflussfaktoren für die Akzeptanz von digitalen Werkzeugen in den Geisteswissenschaften., , and . MuC, page 17-27. ACM, (2020)Designing Gamification for Sustainable Employee Behavior: Insights on Employee Motivations, Design Features and Gamification Elements., , and . HICSS, page 1-10. ScholarSpace, (2022)