2021
DOI: 10.24251/hicss.2021.583
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Enhance User Engagement using Gamified Ineternet of Things

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Cited by 4 publications
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“…For non-users of a service system, gamification may be crucial for a number of reasons (Novak et al, 2018;Xiao et al, 2021;Guo et al, 2022):…”
Section: Gamification and Non-users Of Service Systemsmentioning
confidence: 99%
“…For non-users of a service system, gamification may be crucial for a number of reasons (Novak et al, 2018;Xiao et al, 2021;Guo et al, 2022):…”
Section: Gamification and Non-users Of Service Systemsmentioning
confidence: 99%