[HTML][HTML] Gamification of cooperation: A framework, literature review and future research agenda
Cooperation is in many ways a meaningful behavior and understanding how cooperation
can be fostered among humans is integral to solving the many global challenges we are …
can be fostered among humans is integral to solving the many global challenges we are …
What drives and inhibits researchers to share and use open research data? A systematic literature review to analyze factors influencing open research data adoption
Both sharing and using open research data have the revolutionary potentials for forwarding
scientific advancement. Although previous research gives insight into researchers' drivers …
scientific advancement. Although previous research gives insight into researchers' drivers …
Intention in information systems adoption and use: Current state and research directions
Intention has been a key dependent variable in information system (IS) research for the last
several decades. It features in various IS acceptance models including the technology …
several decades. It features in various IS acceptance models including the technology …
A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors
Virtual reality (VR) tourism provides consumers with the opportunity to experience a
destination in VR and can play a significant role in encouraging visitation and engaging in …
destination in VR and can play a significant role in encouraging visitation and engaging in …
Toward meaningful engagement
Gamification, an emerging idea for using game design elements and principles to make
everyday tasks more engaging, is permeating many different types of information systems …
everyday tasks more engaging, is permeating many different types of information systems …
[HTML][HTML] ChatGPT usage in everyday life: A motivation-theoretic mixed-methods study
V Wolf, C Maier - International Journal of Information Management, 2024 - Elsevier
GenAI-driven technologies such as ChatGPT influence activities in all areas of life and are
used in private and work contexts. This study uses an individual-centered perspective to …
used in private and work contexts. This study uses an individual-centered perspective to …
A meta-analysis of the quantitative studies in continuance intention to use an information system
Purpose This study aims to describe, synthesise and clarify the findings of published studies
on individual continuance intention to use an information system (IS), considering the fact …
on individual continuance intention to use an information system (IS), considering the fact …
Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs
Gamification is a well-known approach that refers to the use of elements to increase the
motivation of information systems users. A remaining challenge in gamification is that no …
motivation of information systems users. A remaining challenge in gamification is that no …
Using design-science based gamification to improve organizational security training and compliance
We conducted a design-science research project to improve an organization's compound
problems of (1) unsuccessful employee phishing prevention and (2) poorly received internal …
problems of (1) unsuccessful employee phishing prevention and (2) poorly received internal …
How live streaming changes shop** decisions in E-commerce: A study of live streaming commerce
Abstract Live Streaming Commerce (LSC) is proliferating in China and gaining traction
worldwide. LSC is an e-commerce service where sellers communicate with consumers …
worldwide. LSC is an e-commerce service where sellers communicate with consumers …