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Understanding Perceived Gratifications for Mobile Content Sharing and Retrieval in a Game-Based Environment.

, , , and . AMT, volume 5820 of Lecture Notes in Computer Science, page 183-194. Springer, (2009)

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Social Navigation in Digital Libraries by Bookmarking., , , , , , , , and . ICADL, volume 4822 of Lecture Notes in Computer Science, page 297-306. Springer, (2007)Students' Learning Experience in a Mixed Reality Environment: Drivers and Barriers., , , and . Commun. Assoc. Inf. Syst., (2022)Participatory evaluation of an educational game for social skills acquisition., , , and . Comput. Educ., (2013)Asking for help in community question-answering: the goal-framing effect of question expression on response networks., , and . JCDL, page 21. ACM, (2022)Experimental Evaluation of Affective Embodied Agents in an Information Literacy Game., , , , and . JCDL, page 119-128. ACM, (2016)Aesthetic Experience and Acceptance of Human Computation Games., , , and . ICADL, volume 9469 of Lecture Notes in Computer Science, page 264-273. Springer, (2015)Do Games Motivate Mobile Content Sharing?, , and . ICADL, volume 6102 of Lecture Notes in Computer Science, page 61-70. Springer, (2010)Heuristic evaluation of an information literacy game., and . ASIST, volume 53 of Proc. Assoc. Inf. Sci. Technol., page 1-4. Wiley, (2016)Is Gamification Effortful? A Study in the Crowdsourcing Context., , , , and . ASIST, volume 58 of Proc. Assoc. Inf. Sci. Technol., page 725-727. Wiley, (2021)Information and communication research in promoting workplace safety and health: A topic modeling analysis., , , , and . ASIST, volume 56 of Proc. Assoc. Inf. Sci. Technol., page 658-660. Wiley, (2019)