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Be Mindful of User Preferences: An Explorative Study on Game Design Elements in Mindfulness Applications.

, , , , , and . HICSS, page 1116-1125. ScholarSpace, (2023)

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Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects., , , , and . Wirtschaftsinformatik, page 1032-1046. University of Siegen, Germany / AISeL, (2019)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)Beyond Data Markets: Opportunities and Challenges for Distributed Ledger Technology in Genomics., , , and . HICSS, page 1-10. ScholarSpace, (2020)Special Issue Editorial: Adaptive and Intelligent Gamification Design, , , and . AIS Transactions on Human-Computer Interaction (THCI), 15 (2): 136-145 (2023)Adaptive and Personalized Gamification Designs: Call for Action and Future Research, , , and . AIS Transactions on Human-Computer Interaction, 13 (4): 479-494 (December 2021)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)Benefits of Augmented Reality in Educational Environments - A Systematic Literature Review., , , and . Wirtschaftsinformatik, page 1542-1556. (2015)Narrative Transportation in Gamified Information Systems: The Role of Narrative-Task Congruence., , , , and . CHI Extended Abstracts, page 215:1-215:9. ACM, (2023)