[HTML][HTML] Gamification of cooperation: A framework, literature review and future research agenda

M Riar, B Morschheuser, R Zarnekow… - International Journal of …, 2022 - Elsevier
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 …

What drives and inhibits researchers to share and use open research data? A systematic literature review to analyze factors influencing open research data adoption

A Zuiderwijk, R Shinde, W Jeng - PLoS one, 2020 - journals.plos.org
Both sharing and using open research data have the revolutionary potentials for forwarding
scientific advancement. Although previous research gives insight into researchers' drivers …

Intention in information systems adoption and use: Current state and research directions

A Jeyaraj, YK Dwivedi, V Venkatesh - International Journal of Information …, 2023 - Elsevier
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 …

A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors

MJ Kim, CM Hall - International Journal of Information Management, 2019 - Elsevier
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 …

Toward meaningful engagement

D Liu, R Santhanam, J Webster - MIS quarterly, 2017 - JSTOR
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 …

[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 …

A meta-analysis of the quantitative studies in continuance intention to use an information system

FB Franque, T Oliveira, C Tam… - Internet …, 2020 - emerald.com
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 …

Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs

SM Schöbel, A Janson, M Söllner - European Journal of Information …, 2020 - Taylor & Francis
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 …

Using design-science based gamification to improve organizational security training and compliance

M Silic, PB Lowry - Journal of management information systems, 2020 - Taylor & Francis
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 …

How live streaming changes shop** decisions in E-commerce: A study of live streaming commerce

Y Wang, Z Lu, P Cao, J Chu, H Wang… - Computer Supported …, 2022 - Springer
Abstract Live Streaming Commerce (LSC) is proliferating in China and gaining traction
worldwide. LSC is an e-commerce service where sellers communicate with consumers …