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Introduction to the Minitrack on Mixed, Augmented and Virtual Reality.

, , and . HICSS, page 1-2. ScholarSpace / AIS Electronic Library (AISeL), (2018)

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Social Network Games Players’ Perspectives, , , and . Simulation & Gaming, 44 (6): 794--820 (December 2013)IT Capability and Firm Performance: The Mediating Roles of Interaction Praxis., , , and . AMCIS, Association for Information Systems, (2019)Do Persuasive Technologies Persuade? - A Review of Empirical Studies., , and . PERSUASIVE, volume 8462 of Lecture Notes in Computer Science, page 118-136. Springer, (2014)Satisfaction and willingness to consume immersive journalism: experiment of differences between VR, 360 video, and article., and . Mindtrek, page 120-125. ACM, (2020)The Good, the Bad, and the Divergent in Game-based Learning: Player Experiences of a Serious Game for Climate Change Engagement., , , , , , , , and . MindTrek, page 256-267. ACM, (2022)Immersive Video Sketching: Low-Fidelity Extended Reality Prototyping for Everyone., and . MindTrek, page 165-175. ACM, (2021)Decision-Making Styles in Metaverse: Effects of Immersion and Embodiment., , and . AMCIS, Association for Information Systems, (2023)Human-AI Collaboration in Organisations: a literature Review on Enabling Value Creation., and . ECIS, (2023)Critical Acclaim and Commercial Success in Mobile Free-to-Play Games., , , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Virtual and Augmented Reality for Environmental Sustainability: A Systematic Review., , , , and . CHI, page 6:1-6:23. ACM, (2023)