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Purpose: The purpose of this paper is to explore user-centered design possibilities at the intersection of gamification and persuasive technology to foster energy saving behavior. Design/methodology/approach: We performed a large-scale empirical study of 480 participants and analyzed how...
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Knowledge management represents a key issue for both information systems’ academics and practitioners, including those who have become disillusioned by actual results that fail to deliver on exaggerated promises and idealistic visions. Social software, a tremendous global success story, has...
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In this contribution a literature review is conducted to illustrate how national culture influences phases of the design of information systems. For this purpose, we review the literature in order to identify reliable and commonly approved findings as well as still open remaining questions....
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