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How to increase sustainable engagement in the workplace through green IS: the role of instructional and motivational design features.

, , , and . ECIS, (2023)

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A picture is worth a thousand words: an empirical study on the influence of content visibility on diffusion processes within a virtual world., , and . CoRR, (2016)The Use of Augmented Reality in Retail: A Review of Literature., , , , and . HICSS, page 1-10. ScholarSpace, (2021)Gamification of Sustainable Consumption: a systematic literature review., , and . HICSS, page 1-10. ScholarSpace, (2021)Emotional Response to Extended Realities: The Effects of Augmented and Virtual Technologies in a Shopping Context., , and . HICSS, page 1-10. ScholarSpace, (2021)Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans., , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 120-129. CEUR-WS.org, (2021)The impact of different gamification types in the context of data literacy: An online experiment., , and . GamiFIN, volume 3147 of CEUR Workshop Proceedings, page 22-32. CEUR-WS.org, (2022)Introduction to the Minitrack on Digitalization of Work., , , and . HICSS, page 1-2. ScholarSpace, (2022)AI-Assisted Learning with ChatGPT and Large Language Models: Implications for Higher Education., , , and . ICALT, page 226-230. IEEE, (2023)Modeling students' flow experience through data logs in gamified educational systems., , , , and . ICALT, page 97-101. IEEE, (2021)Gamification and Policy Compliance: Results from an Online Vignette Experiment in the Context of Social Distancing for Public Health Security., , and . HICSS, page 2943-2952. ScholarSpace, (2023)