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The Relationships between Different Forms of Gamification and User Experience: A Study in the Context of Elderly Well-being Applications.

, , , and . HICSS, page 3395-3404. ScholarSpace, (2024)

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Introduction to the Minitrack on Gamification., , , and . HICSS, page 1317. ScholarSpace, (2024)The Effect of Operating in Many Realities on Memory: An Experiment on Memory Recognition in Extended Realities., , , , and . HICSS, page 1-10. ScholarSpace, (2021)Introduction to the Minitrack on Gamification., , , and . HICSS, page 1105. ScholarSpace, (2023)Creativity in Virtual Reality: A Systematic Literature Review., , and . ACIS, (2023)What Motivates Metaverse Consumers to Purchase Virtual Assets? A Study on the Perceived Value of NFT Art., , and . PACIS, (2024)The Use of Augmented Reality in Retail: A Review of Literature., , , , and . HICSS, page 1-10. ScholarSpace, (2021)Emotional Response to Extended Realities: The Effects of Augmented and Virtual Technologies in a Shopping Context., , and . HICSS, page 1-10. ScholarSpace, (2021)Medical practice in gamified online communities: Longitudinal effects of gamification on doctor engagement., , , , , , and . Inf. Manag., 61 (7): 103906 (2024)Towards the Next Generation of Gaming Wearables., , , , and . CHI, page 444:1-444:15. ACM, (2021)VR Shopping: A Review of Literature., and . AMCIS, Association for Information Systems, (2019)