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Come Closer, but Not Too Close: How Virtual Influencers Can Facilitate or Restrict Brand Experiences in the Metaverse.

, , , and . HICSS, page 2797-2806. ScholarSpace, (2024)

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How to Gamify Information Systems - Adapting Gamification to Individual User Preferences, and . European Conference on Information Systems (ECIS), Istanbul, Turkey, (2016)Referenzprozesse zur Aufarbeitung von implizitem Wissen zu Tätigkeitsfeldern und Arbeitsprozessen - Ergebnisse einer Workshopserie, , and . Chancen und Herausforderungen des digitalen Lernens - Methoden und Werkzeuge für innovative Lehr-Lern-Konzepte, Springer, Berlin, (2019)Spielende Kompetenzmessung im Projekt StaySmart, , and . Praeview - Zeitschrift für innovative Arbeitsgestaltung und Prävention, (2017)About the Relevance of User Preferences in the Development of Gamification Approaches. European Conference on Information Systems (ECIS), Doctoral Consortium, Guimarães, Portugal, (2017)Users’ Game Design Element Preferences in Health Behavior Change Support Systems for Physical Activity: A Best-Worst-Scaling Approach, , , and . International Conference on Information Systems (ICIS), (2019)What do you mean? A Review on Recovery Strategies to Overcome Conversational Breakdowns of Conversational Agents., , , and . ICIS, Association for Information Systems, (2021)A Theory-Driven Design Science Research Agenda Towards Gamified Videos, and . International Conference on Wirtschaftsinformatik (WI), Duisburg-Essen, Germany, (March 2021)Two decades of game concepts in digital learning environments – A bibliometric study and research agenda, , and . Computers & Education, (2021)Unterstützung digitaler Bildungsprozesse durch interaktive gamifizierte Lernvideos - Wie innovative Lernvideos Motivation und Lernerfolg steigern können, , , , , and . HMD Praxis der Wirtschaftsinformatik, 58 (6): 1483–1503 (2021)Overcoming Challenges to Enable the Potential of Metaverse Platforms, and . AIS Transactions on Human-Computer Interaction (THCI), 15 (1): 1-21 (2023)