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IT Capability and Firm Performance: The Mediating Roles of Interaction Praxis., , , and . AMCIS, Association for Information Systems, (2019)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)Towards the Next Generation of Extended Reality Wearables., and . CHI Extended Abstracts, page 333:1-333:7. ACM, (2021)Altered States of Consciousness in Human-Computer Interaction: A Review., , and . NordiCHI, page 69:1-69:13. ACM, (2022)