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Categorization of Employees' Fears about Working with Physical Robots.

, , and . Humanoids, page 1-8. IEEE, (2023)

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Distress, Eustress, or No Stress? Explaining Smartphone Users' Different Technostress Responses., , , and . ICIS, Association for Information Systems, (2018)Understanding Augmented Reality Game Players' Value Co-Destruction Process in PokéMon Go., , , and . ECIS, (2017)Building Strategic Partnerships for Value Co-Creation: A Conceptual Framework for Digital Service Organizations., , , and . ECIS, (2023)Narratives of satisfying and unsatisfying experiences of current mobile augmented reality applications., and . CHI, page 2779-2788. ACM, (2012)Exploring the "Why", "How", and "What" of Continuous Digital Service Innovation., , , , and . PROFES, volume 13709 of Lecture Notes in Computer Science, page 366-381. Springer, (2022)Sources of Dissatisfaction: Mobile Interaction with the Real World and Other Mobile Internet Applications.. HICSS, page 1113-1122. IEEE Computer Society, (2013)Flow Experience in Software Engineering., , , , and . ESEC/SIGSOFT FSE, page 618-630. ACM, (2023)Coping with Technostress: When Emotional Responses Fail., , , and . ICIS, Association for Information Systems, (2017)Smartphone use and technostress: Hindrances to users' humanistic and instrumental goals., , and . STPIS, volume 3598 of CEUR Workshop Proceedings, page 42-58. CEUR-WS.org, (2023)The effects of job and user characteristics on the perceived usefulness and use continuance intention of Generative Artificial Intelligence chatbots at work., , and . STPIS, volume 3598 of CEUR Workshop Proceedings, page 103-120. CEUR-WS.org, (2023)