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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)Demographic differences in accumulated types of capital in massively multiplayer online role-playing games., , and . Mindtrek, page 74-82. ACM, (2020)A Typology of Fantastical Cities and Architecture: Categorizing the Urban Imaginary., , and . MindTrek, page 207-222. ACM, (2023)Gamified metacognitive prompts in a higher education flipped classroom., , , and . MindTrek, page 95-107. ACM, (2023)Artificial Intelligence in the Workplace: Implementation Challenges and Opportunities., and . AMCIS, Association for Information Systems, (2023)Robots as Human Companions: A Review., , and . PACIS, page 246. (2022)How to increase sustainable engagement in the workplace through green IS: the role of instructional and motivational design features., , , and . ECIS, (2023)Measuring flow in gamification: Dispositional Flow Scale-2., and . Comput. Hum. Behav., (2014)Gamified crowdsourcing: Conceptualization, literature review, and future agenda., , , and . Int. J. Hum. Comput. Stud., (2017)A gradual approach for maximising user conversion without compromising experience with high visual intensity website elements., , and . Internet Res., 29 (1): 194-217 (2019)