163 results on '"Santhanam, Radhika"'
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2. The Impact of Role Coordination on Virtual Team Performance and Player Retention in Esports
3. Rethinking Gamification Failure: A Model and Investigation of Gamified System Maladaptive Behaviors
4. Revisiting the Role and Impact of Information Technology Capability
5. GAMESIT: A gamified system for information technology training
6. The Impact of Role Coordination on Virtual Team Performance and Player Retention in Esports
7. Toward Meaningful Engagement : A Framework for Design and Research of Gamified Information Systems
8. MANAGING ARTIFICIAL INTELLIGENCE.
9. Research Note: Gamification of Technology-Mediated Training: Not All Competitions Are the Same
10. The delayed effect of treadmill desk usage on recall and attention
11. Will video be the next generation of e-commerce product reviews? Presentation format and the role of product type
12. Could the Use of a Knowledge-Based System Lead to Implicit Learning?
13. What Makes Game Players Want to Play More? A Mathematical and Behavioral Understanding of Online Game Design
14. Gamification of technology-mediated training: not all competitions are the same
15. Effects of Animations in Learning--A Cognitive Fit Perspective
16. Digital Games and Beyond: What Happens When Players Compete?
17. Could Gamification Designs Enhance Online Learning Through Personalization? Lessons from a Field Experiment.
18. The Effects of Social Network Structure on Enterprise Systems Success: A Longitudinal Multilevel Analysis
19. Emergency management information systems: Could decision makers be supported in choosing display formats?
20. Could Gamification Designs Enhance Online Learning Through Personalization? Lessons from a Field Experiment
21. The Influence of Knowledge Transfers on the Implementation of Enterprise Information Systems
22. Using Self-Regulatory Learning to Enhance E-Learning-Based Information Technology Training
23. Postimplementation Knowledge Transfers to Users and Information Technology Professionals
24. Revisiting the Role and Impact of Information Technology Capability.
25. A Longitudinal Field Study of Training Practices in a Collaborative Application Environment
26. Issues in Linking Information Technology Capability to Firm Performance
27. Modeling the Intermittent User of Word Processing Technology.
28. Research Report. Learning from GoalDirected Error Recovery Strategy
29. TOWARD MEANINGFUL ENGAGEMENT: A FRAMEWORK FOR DESIGN AND RESEARCH OF GAMIFIED INFORMATION SYSTEMS.
30. Factors that contribute to management support system success: An analysis of field studies
31. Could the use of a knowledge-based system lead to implicit learning?
32. Adapting the 'Family Wellbeing' empowerment program to the needs of remote Indigenous school children
33. The Effects of Communication Modality on Outcomes of Collaborative Tasks
34. The use of a knowledge-based system in conceptual data modeling
35. The anthropology of hysteria
36. A decision model for interdependent information system project selection
37. A multi-objective constrained resource information system project selection method
38. Artefactual skin disease in children and adolescents
39. Artificial intelligence: implications for teaching decision science
40. Abstract 2734: Poly-ligand profiling of plasma samples as a potential predictor of prostate biopsy results
41. Mitigating Chatbot Communication Breakdown: A User-Chatbot Congruence Perspective.
42. Editorial
43. A multiple criteria decision model for information system project selection
44. A model formulation system for information system project selection
45. Introduction
46. An empirical investigation of ODSS impact on individuals and organizations
47. Poly-ligand profiling differentiates trastuzumab-treated breast cancer patients according to their outcomes
48. Improving End-user Proficiency: Effects of Conceptual Training and Nature of Interaction
49. Assimilation of Enterprise Information Systems
50. Adaptation Behaviors of Gamified Information Systems.
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