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Are Gamification Projects Different? An Exploratory Study on Software Project Risks for Gamified Health Behavior Change Support Systems.

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

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Gamified Expert Annotation Systems: Meta-Requirements and Tentative Design., , , , and . DESRIST, volume 13229 of Lecture Notes in Computer Science, page 154-166. Springer, (2022)Be Mindful of User Preferences: An Explorative Study on Game Design Elements in Mindfulness Applications., , , , , and . HICSS, page 1116-1125. ScholarSpace, (2023)Are Gamification Projects Different? An Exploratory Study on Software Project Risks for Gamified Health Behavior Change Support Systems., , , and . HICSS, page 1-10. ScholarSpace, (2021)The Role of Gamification in Health Behavior Change: A Review of Theory-driven Studies., , , and . HICSS, page 1-10. ScholarSpace, (2020)Conceptualizing Narratives in Gamified Information Systems., , , and . HICSS, page 1-10. ScholarSpace, (2022)Understanding the Role of Expert Intuition in Medical Image Annotation: A Cognitive Task Analysis Approach., , , , , , and . HICSS, page 2850-2859. ScholarSpace, (2023)Leaderboards in Gamified Information Systems for Health Behavior Change: The Role of Positioning, Psychological Needs, and Gamification User Types., , , , , and . HICSS, page 3444-3453. ScholarSpace, (2024)Designing Gamification Concepts for Expert Explainable Artificial Intelligence Evaluation Tasks: A Problem Space Exploration., , , , and . HICSS, page 1338-1347. ScholarSpace, (2024)Narrative Transportation in Gamified Information Systems: The Role of Narrative-Task Congruence., , , , and . CHI Extended Abstracts, page 215:1-215:9. ACM, (2023)Social Comparison in mHealth: The Role of Similar Others and Feelings of Envy., , , , and . ICIS, Association for Information Systems, (2020)