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Engagement in HCI: conception, theory and measurement
Engaging users is a priority for designers of products and services of every kind. The need to
understand users' experiences has motivated a focus on user engagement across computer …
understand users' experiences has motivated a focus on user engagement across computer …
Gamification in the workplace: The central role of the aesthetic experience
Although gamification in the workplace is burgeoning, organizations frequently have
difficulty sustaining user engagement with a gamified information system (IS). The focus of …
difficulty sustaining user engagement with a gamified information system (IS). The focus of …
[КНИГА][B] Critical gaming: Interactive history and virtual heritage
E Champion - 2016 - taylorfrancis.com
This book explains how designing, playing and modifying computer games, and
understanding the theory behind them, can strengthen the area of digital humanities. This …
understanding the theory behind them, can strengthen the area of digital humanities. This …
Inducing individuals to engage in a gamified platform for environmental conservation
Purpose This research draws on goal framing theory and gamification affordance to
understand how gamification design encourages users' continuous usage of information …
understand how gamification design encourages users' continuous usage of information …
The impact of atmospheric cues on consumers' approach and avoidance behavioral intentions in social commerce websites
Abstract Approach and avoidance are typical behavioral tendencies of consumers when
exposed to a new environment. Drawing on the stimulus-organism-response (SOR) …
exposed to a new environment. Drawing on the stimulus-organism-response (SOR) …
Toward computer-aided affective learning systems: a literature review
CN Moridis, AA Economides - Journal of Educational …, 2008 - journals.sagepub.com
The aim of this survey is to provide an overview of the various components of “computer
aided affective learning systems.” The research is classified into 3 main scientific areas that …
aided affective learning systems.” The research is classified into 3 main scientific areas that …
[PDF][PDF] Factors affecting perceived persuasiveness of a behavior change support system
T Lehto, H Oinas-Kukkonen, F Drozd - 2012 - Citeseer
Despite the popularity of the technology acceptance and adoption studies, adoption of
persuasive systems has not been investigated from a theoretical perspective. In the present …
persuasive systems has not been investigated from a theoretical perspective. In the present …
From freemium to premium: the roles of consumption values and game affordance
L Wang, Y Gao, J Yan, J Qin - Information Technology & People, 2021 - emerald.com
Purpose The purpose of this paper is to facilitate understanding of how to convert free
players to paid consumers in free-to-play games. Design/methodology/approach Drawing …
players to paid consumers in free-to-play games. Design/methodology/approach Drawing …
Uncovering the gamified customer experience in the retail environment
IK Disse, M Olsson - International Journal of Retail & Distribution …, 2023 - emerald.com
Purpose Retailers increasingly are using gamification to make the customer experience
(CX) more exciting and encourage favourable customer outcomes. This paper aims to …
(CX) more exciting and encourage favourable customer outcomes. This paper aims to …
Co-innovation platform affordances: Develo** a conceptual model and measurement instrument
Purpose The importance of co-innovation platforms has been well established, but a valid
and reliable instrument to measure the affordances of these platforms for co-innovation …
and reliable instrument to measure the affordances of these platforms for co-innovation …