Every reference with a DOI in the deposited reference list resolved to a known
work in Crossref or DataCite at the dated check, and none carried a retraction,
withdrawal, or removal notice.
The 56 checked references that resolve
resolves10.2307/3250951Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1
resolves10.2307/23042809An Odyssey into Virtual Worlds: Exploring the Impacts of Technological and Spatial Environments on Intention to Purchase Virtual Products1
resolves10.1086/432230The Influence of a Mere Social Presence in a Retail Context
resolves10.1257/aer.99.1.544Doing Good or Doing Well? Image Motivation and Monetary Incentives in Behaving Prosocially
resolves10.1177/014616702236868Effects of Deliberative and Implemental Mindsets on Persistence in Goal-Directed Behavior
resolves10.1086/432234Effects of Participative Pricing on Consumers' Cognitions and Actions: A Goal Theoretic Perspective
resolves10.1086/323734Embarrassment in Consumer Purchase: The Roles of Social Presence and Purchase Familiarity: Table 1
resolves10.1080/08923649709526970Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment
resolves10.1093/jcr/ucz039Good Vibrations: Consumer Responses to Technology-Mediated Haptic Feedback
resolves10.1016/j.compedu.2014.08.019Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
resolves10.1016/j.chb.2018.06.037How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love
resolves10.1037/0022-3514.77.5.1011Social presence effects in the Stroop task: Further evidence for an attentional view of social facilitation.
resolves10.1109/TLT.2014.2329293Gamification for Engaging Computer Science Students in Learning Activities: A Case Study
resolves10.1086/504136Shopping Goals, Goal Concreteness, and Conditional Promotions
resolves10.25300/MISQ/2017/41.4.01Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1
resolves10.1111/j.1745-6924.2008.00083.xHarnessing Our Inner Angels and Demons: What We Have Learned About Want/Should Conflicts and How That Knowledge Can Help Us Reduce Short-Sighted Decision Making
resolves10.2307/25148783Understanding and Mitigating Uncertainty in Online Exchange Relationships: A Principal–Agent Perspective1
resolves10.1145/1121112.1121113An investigation into the effects of Text-To-Speech voice and 3D avatars on the perception of presence and flow of live help in electronic commerce
resolves10.1016/j.chb.2017.02.001Social presence in relation to students' satisfaction and learning in the online environment: A meta-analysis
resolves10.1287/isre.2016.0630Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same
resolves10.1037/a0038051So what if the clock strikes? Scheduling style, control, and well-being.
resolves10.1093/jcr/ucy022Mind the Gap: How Smaller Numerical Differences Can Increase Product Attractiveness
resolves10.1108/JKM-10-2016-0429How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach
resolves10.1086/677840The Categorization of Time and Its Impact on Task Initiation
resolves10.1016/j.compedu.2013.07.002Academic self-concept and social presence in face-to-face and online learning: Perceptions and effects on students' learning achievement and satisfaction across environments
resolves10.25300/MISQ/2021/14312Early Bird Versus Late Owl: An Empirical Investigation of Individual Shopping Time Habit and its Effects
resolves10.1093/jcr/ucaa016On My Own: The Aversion to Being Observed during the Preference-Construction Stage
The 12 references without a DOI — listed, not checked
no DOI — not checkedref6
no DOI — not checkedQuick quiz: A gamified approach for enhancing learning
no DOI — not checkedSocial presence and online learning: A current view from a research perspective
no DOI — not checkedAction phases and mind-sets
no DOI — not checkedref28
no DOI — not checkedUsing badges for shaping interactions in online learning environments
no DOI — not checkedBeyond student perceptions: Issues of interaction, presence, and performance in an online course
no DOI — not checkedref49
no DOI — not checkedGamifying information systems-a synthesis of gamification mechanics and dynamics
no DOI — not checkedThe effects of utilitarian, hedonic and relational factors on intention: The moderating role of website anxiety
no DOI — not checkedref65
no DOI — not checkedQiu L, Benbasat I (2005) An investigation into the effects of text-to-speech voice and 3D avatars on the perception of presence and flow of live help in electronic commerce
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