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Examining the impact of the HUGR AUTHENTIC CONNECTIONS

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54 [69] E. D. Mekler, F. Brühlmann, A. N. Tuch, and K. Opwis, "Towards understanding the effects of individual gamification elements on intrinsic motivation and performance," Computers in Human Behavior, vol. 71, pp. 525–534, Jun. 2017, doi: 10.1016/j.chb.2015.08.048. [70] R. N. Landers, A. B. Collmus, and H. Williams, "The greatest battle is within ourselves: An experiment on the effects of competition alone on task performance," International Journal of Human-Computer Studies, vol. 127, pp. 51–61, Jul. 2019, doi: 10.1016/j.ijhcs.2018.09.011. [71] V. Wanick and H. Bui, "Gamification in Management: a systematic review and research directions," IJSG, vol. 6, no. 2, pp. 57–74, Jun. 2019, doi: 10.17083/ijsg.v6i2.282. [72] R. N. Landers, E. M. Auer, A. B. Helms, S. Marin, and M. B. Armstrong, "Gamification of Adult Learning: Gamifying Employee Training and Development," in The Cambridge Handbook of Technology and Employee Behavior, 1st ed., R. N. Landers, Ed. Cambridge University Press, 2019, pp. 271–295. doi: 10.1017/9781108649636.012. [73] F. Miyake et al., "Job stress and loneliness among remote workers," Jun. 2021. doi: 10.1101/2021.05.31.21258062. [74] L. Yang et al., "The effects of remote work on collaboration among information workers," Nat Hum Behav, pp. 1–12, Sep. 2021, doi: 10.1038/s41562-021-01196-4. [75] S. G. S. Shah, D. Nogueras, H. C. van Woerden, and V. Kiparoglou, "The COVID-19 Pandemic: A Pandemic of Lockdown Loneliness and the Role of Digital Technology," J Med Internet Res, vol. 22, no. 11, p. e22287, Nov. 2020, doi: 10.2196/22287.

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