Author of the publication

Does gamification affect flow experience? A systematic literature review.

, , , , , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 110-119. CEUR-WS.org, (2021)

Please choose a person to relate this publication to

To differ between persons with the same name, the academic degree and the title of an important publication will be displayed. You can also use the button next to the name to display some publications already assigned to the person.

 

Other publications of authors with the same name

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)Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?, , , and . Int. J. Hum. Comput. Interact., 35 (9): 804-819 (2019)Tailored gamification: A review of literature., , , and . Int. J. Hum. Comput. Stud., (2020)Demographic differences in accumulated types of capital in massively multiplayer online role-playing games., , and . Mindtrek, page 74-82. ACM, (2020)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)How to increase sustainable engagement in the workplace through green IS: the role of instructional and motivational design features., , , and . ECIS, (2023)Robots as Human Companions: A Review., , and . PACIS, page 246. (2022)AI-Assisted Learning with ChatGPT and Large Language Models: Implications for Higher Education., , , and . ICALT, page 226-230. IEEE, (2023)