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dc.contributor.author류호경-
dc.date.accessioned2022-07-29T05:08:19Z-
dc.date.available2022-07-29T05:08:19Z-
dc.date.issued2020-10-
dc.identifier.citationHUMAN-COMPUTER INTERACTION, v. 36, no. 5-6, page. 473-510en_US
dc.identifier.issn0737-0024-
dc.identifier.issn1532-7051-
dc.identifier.urihttps://www.tandfonline.com/doi/full/10.1080/07370024.2020.1744145?cookieSet=1-
dc.identifier.urihttps://repository.hanyang.ac.kr/handle/20.500.11754/171946-
dc.description.sponsorshipThis research was supported by the National Research Foundation of Korea (NRF) funded by the Ministry of Science and ICT (2018X1A3A1070163) and Basic Science Research Program through the NRF funded by the Ministry of Education (2019R1A6A3A12033722).en_US
dc.language.isoenen_US
dc.publisherTAYLOR & FRANCIS INCen_US
dc.subjectGamificationen_US
dc.subjectvisualizationen_US
dc.subjectnarrative persuasionen_US
dc.subjectflow experienceen_US
dc.subjectmoral goalsen_US
dc.subjectaffective utilityen_US
dc.subjectself-directed behavioren_US
dc.subjectextrinsic rewardsen_US
dc.subjecthedonic adaptationen_US
dc.titleGoldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviorsen_US
dc.typeArticleen_US
dc.identifier.doi10.1080/07370024.2020.1744145-
dc.relation.page1-40-
dc.relation.journalINTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION-
dc.contributor.googleauthorSeo, Kyoungwon-
dc.contributor.googleauthorFels, Sidney-
dc.contributor.googleauthorKang, Mujin-
dc.contributor.googleauthorJung, Changho-
dc.contributor.googleauthorRyu, Hokyoung-
dc.relation.code2020055191-
dc.sector.campusS-
dc.sector.daehakGRADUATE SCHOOL OF TECHNOLOGY & INNOVATION MANAGEMENT[S]-
dc.sector.departmentDEPARTMENT OF TECHNOLOGY MANAGEMENT-
dc.identifier.pidhryu-


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