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Gamification refers to the use and combination of game design elements in a non-entertainment-based context. Despite the preliminary success of gamification, nowadays the concept faces some criticism. Most gamification projects do not consider context characteristics and implement elements...
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Traditionally, the metaverse has been defined as a virtual reality space in which users can interact with a computer-generated environment and other users. Nowadays, it is much more than that—the metaverse can be described as a variety of digital platforms and ecosystems, with each ecosystem...
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Collaborative learning is an important part of innovative learning scenarios such as flipped classrooms. However, little insights are available regarding the appropriation process of collaborative learning. Based on adaptive structuration theory, we derive insights on the appropriation process...
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This paper presents first guidelines for the cultural adaptation and efficient global provision of services. For this purpose, it elaborates on how to consider culture-specific components of a service on the basis of systematic service modularization. This is illustrated by the example of an...
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Although conversational agents (CA) are increasingly used for providing purchase recommendations, important design questions remain. Across two experiments we examine with a novel fluency mechanism how recommendation modality (speech vs. text) shapes recommendation evaluation (persuasiveness and...
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With this paper, we examine the use of data analytics for crisis management in automotive procurement departments. Possible business values of data analytics were part of numerous research approaches. Nevertheless, automotive manufacturers are repeatedly confronted with supply chain disruptions....
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