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Goldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviors

Title
Goldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviors
Author
류호경
Keywords
Gamification; visualization; narrative persuasion; flow experience; moral goals; affective utility; self-directed behavior; extrinsic rewards; hedonic adaptation
Issue Date
2020-10
Publisher
TAYLOR & FRANCIS INC
Citation
HUMAN-COMPUTER INTERACTION, v. 36, no. 5-6, page. 473-510
URI
https://www.tandfonline.com/doi/full/10.1080/07370024.2020.1744145?cookieSet=1https://repository.hanyang.ac.kr/handle/20.500.11754/171946
ISSN
0737-0024; 1532-7051
DOI
10.1080/07370024.2020.1744145
Appears in Collections:
GRADUATE SCHOOL OF TECHNOLOGY & INNOVATION MANAGEMENT[S](기술경영전문대학원) > TECHNOLOGY MANAGEMENT(기술경영학과) > Articles
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