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Collective Rumor correction on the Death Hoax., , , и . PACIS, стр. 178. (2016)Developing a digital library of reusable historical artifacts., и . JCDL, стр. 394. ACM, (2002)Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents., , и . Comput. Hum. Behav., 24 (5): 2217-2235 (2008)Participatory evaluation of an educational game for social skills acquisition., , , и . Comput. Educ., (2013)Information and communication research in promoting workplace safety and health: A topic modeling analysis., , , , и . ASIST, том 56 из Proc. Assoc. Inf. Sci. Technol., стр. 658-660. Wiley, (2019)Public services or private gains: Motives behind participation on a mobile crowdsourcing application in a smart city., , , , и . ASIST, том 54 из Proc. Assoc. Inf. Sci. Technol., стр. 495-498. Wiley, (2017)Is Gamification Effortful? A Study in the Crowdsourcing Context., , , , и . ASIST, том 58 из Proc. Assoc. Inf. Sci. Technol., стр. 725-727. Wiley, (2021)Heuristic evaluation of an information literacy game., и . ASIST, том 53 из Proc. Assoc. Inf. Sci. Technol., стр. 1-4. Wiley, (2016)Multi-document summarization of news articles using an event-based framework., , и . Aslib Proc., 58 (3): 197-217 (2006)An analysis of knowledge management mechanisms in healthcare portals., , и . J. Libr. Inf. Sci., 42 (1): 20-44 (2010)