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How to Achieve Ethical Persuasive Design: A Review and Theoretical Propositions for Information Systems, , , и . AIS Transactions on Human-Computer Interaction (THCI), 14 (4): 548-577 (2022)Understanding the Effects of Gamified Feedback in Mobile Learning – An Experimental Investigation, , и . International Conference on Information Systems (ICIS), San Francisco, California, USA, (2018)How to Gamify Information Systems - Adapting Gamification to Individual Preferences., и . ECIS, стр. Research-in-Progress Paper 20. (2016)More than the Sum of its Parts - Towards Identifying Preferred Game Design Element Combinations in Learning Management Systems., , , и . ICIS, Association for Information Systems, (2017)It is only for your own good, or is it? Ethical Considerations for Designing Ethically Conscious Persuasive Information Systems., , и . AMCIS, Association for Information Systems, (2021)A Theory-Driven Design Science Research Agenda Towards Gamified Videos in Learning., и . Wirtschaftsinformatik, AISeL, (2021)Understanding User Preferences of Digital Privacy Nudges - A Best-Worst Scaling Approach., , , , и . HICSS, стр. 1-10. ScholarSpace, (2020)Entwicklung von Lernvideos, Lernzielen und Testfragen in kleinen und mittelständischen Unternehmen und ich Weiterbildungsinstituten, , , , , , и . Chancen und Herausforderungen des digitalen Lernens - Methoden und Werkzeuge für innovative Lehr-Lern-Konzepte, Springer, Berlin, (2019)Leitfaden für die Identifikation, Auswahl und Kombination von Gamification-Elementen am Beispiel des Lernkontextes, и . Chancen und Herausforderungen des digitalen Lernens - Methoden und Werkzeuge für innovative Lehr-Lern-Konzepte, Springer, Berlin, (2019)Avatar Designs are in the Eye of the Beholder – About Identifying Preferred Avatar Designs in Digital Learning, и . Annual Pre-ICIS Workshop on HCI Research in MIS (Pre-ICIS), (2018)