[1]
|
A Liberating-Engagement Theory of Consumer Fun
|
|
Journal of Consumer Research,
2022 |
|
|
[2]
|
Taking fun seriously in envisioning sustainable consumption
|
|
Consumption and Society,
2022 |
|
|
[3]
|
Ludic Pedagogy: Taking a Serious Look at Fun in the COVID-19 Classroom and Beyond.
|
|
Educational Considerations,
2022 |
|
|
[4]
|
Assessing the Fun Experience with FunQ
|
|
2021 IEEE/ACIS 20th International Fall Conference on …,
2021 |
|
|
[5]
|
New Mind Development Makes Issues in Home Fabrication of 3D Printing
|
|
Journal of Design …,
2021 |
|
|
[6]
|
Creativity and pedagogy: Is it a final fantasy in the age of pandemic? 7 lessons for life on the ground floor
|
|
Journal of Communication and Education,
2021 |
|
|
[7]
|
تأثير تطبيق الادارة بالمرح في شرکات السياحة المصرية
|
|
مجلة کلية السياحة والفنادق …,
2021 |
|
|
[8]
|
No time for fun: the politics of partying during a pandemic
|
|
2021 |
|
|
[9]
|
What jokes about entrepreneurs tell us about how humour may shape and de-legitimise public perceptions of entrepreneurial identity
|
|
2021 |
|
|
[10]
|
Finding fun in non-formal technology education
|
|
2021 |
|
|
[11]
|
Fun and Games: How to Actually Create a Gamified Approach to Health Education and Promotion
|
|
2021 |
|
|
[12]
|
Understanding the role of fun in learning to code
|
|
2021 |
|
|
[13]
|
Effects of leisure constraints and negotiation on activity enjoyment: a forgotten part of the leisure constraints theory
|
|
Annals of Leisure Research,
2021 |
|
|
[14]
|
O FESTIVAL DE PARINTINS E ASPECTOS DA GINÁSTICA PARA TODOS
|
|
2020 |
|
|
[15]
|
Do Birds of a Playful Feather Flock Together? Playfulness and Assortative Mating.
|
|
2020 |
|
|
[16]
|
Creating a parasocial relationship on social media: luxury brands playing cute in China
|
|
2020 |
|
|
[17]
|
Factors and Recommendations to Support Students' Enjoyment of Online Learning With Fun: A Mixed Method Study During COVID-19
|
|
2020 |
|
|
[18]
|
Creating a Framework of fun and Learning: Using Balloons to Build Consensus
|
|
2020 |
|
|
[19]
|
Do Birds of a Playful Feather Flock Together?: Playfulness and Assortative Mating.
|
|
2020 |
|
|
[20]
|
“Awww, That's Such a Cute Lemon!” The Effect of Whimsical Cuteness on Willingness-to-Pay for Imperfect Produce
|
|
2019 |
|
|
[21]
|
기술수용모델을 이용한 가상현실 (Virtual Reality: VR) 콘텐츠 재이용 의도에 관한 연구
|
|
2019 |
|
|
[22]
|
External Resources: Do Resilient Employees Use of External Resources Influence Perceptions of Their Job?
|
|
2019 |
|
|
[23]
|
Finding Flourishing: The Well-being Discovery Framework
|
|
2019 |
|
|
[24]
|
Four generational cohorts and hedonic m-shopping: association between personality traits and purchase intention
|
|
2019 |
|
|
[25]
|
Children's aspirations and perceptions of science learning beyond the teacher-led
|
|
2019 |
|
|
[26]
|
A Study on the Reuse Intention of Virtual Reality (VR) Content Using Technology Acceptance Model
|
|
2019 |
|
|
[27]
|
Exploring the Effects of Fun Elements on Student Satisfaction
|
|
Global Business …,
2018 |
|
|
[28]
|
Studentų įsitraukimo į žaidybinimu grįstas studijas raiška
|
|
2018 |
|
|
[29]
|
Real-life escape rooms as a new recreational attraction: the case of Turkey
|
|
Anatolia,
2018 |
|
|
[30]
|
How We Can Foster Fun and Playfulness in Class
|
|
2018 |
|
|
[31]
|
Leaders' Endorsement of Idiosyncratic Workplace Fun, Organizational Playfulness Climate, And Organizational Creativity
|
|
Walden Dissertations and Doctoral Studies,
2018 |
|
|
[32]
|
Workplace fun: a matter of context and not content
|
|
Qualitative Research in Organizations and Management: An International Journal,
2018 |
|
|
[33]
|
Exploring the Effects of Fun Elements on Student Satisfaction.
|
|
2018 |
|
|
[34]
|
NOT ALL FUN AND GAMES
|
|
2018 |
|
|
[35]
|
Prédiction de l'expérience plaisante en fonction de la performance, la difficulté et la familiarité au jeu en contexte de jeux vidéo
|
|
2018 |
|
|
[36]
|
Visualizing Bill Gates and Richard Branson as comic book heroes: An examination of the role of cartoon and caricature in the parodization of the entrepreneurial …
|
|
2017 |
|
|
[37]
|
Domain of Fun in Information Systems
|
|
2017 |
|
|
[38]
|
in the parodization of the entrepreneurial persona
|
|
2017 |
|
|
[39]
|
Generational Attitudes Toward Workplace Fun and Their Relationship to Job Satisfaction
|
|
ProQuest Dissertations Publishing,
2017 |
|
|
[40]
|
Fun and positive experiences in the workplace: effects on job burnout, need for recovery and job engagement
|
|
2017 |
|
|
[41]
|
Are we having fun yet? Exploring definitions of fun for STEAM learning
|
|
Proceedings of the Association for Information Science and Technology,
2017 |
|
|
[42]
|
Disenchantment: Managing Motivation and Demotivation at Work
|
|
2017 |
|
|
[43]
|
Conceptualising tourist experiences with new attractions: the case of escape rooms
|
|
International Journal of Contemporary Hospitality Management,
2017 |
|
|
[44]
|
Passion in Organizations
|
|
2016 |
|
|
[45]
|
Integrated Framework for FUN on the Internet and Mobile Services
|
|
The Journal of Internet Electronic Commerce Resarch,
2016 |
|
|
[46]
|
Play Hard—Have Fun: A Philosophy for Life
|
|
2016 |
|
|
[47]
|
How fun works: A case study of Southwest Airlines' Fun-LUVing Attitude
|
|
ProQuest Dissertations Publishing,
2016 |
|
|
[48]
|
Fun in Making: Understanding the Experience of Fun and Learning through Curriculum-based Making in the Elementary School Classroom
|
|
Entertainment Computing,
2016 |
|
|
[49]
|
Fun is more fun when others are involved
|
|
Arid Land Research and Management,
2016 |
|
|
[50]
|
Fun Jobs: Do Millennials Want Them?
|
|
ProQuest Dissertations Publishing,
2016 |
|
|
[51]
|
„Dagurinn líður ótrúlega hratt og ég er alltaf komin strax heim “: starfendarannsókn á notkun kennsluaðferðarinnar" sérfræðingskápan" þar sem nám …
|
|
2016 |
|
|
[52]
|
Fun in the College Classroom: Examining Its Nature and Relationship with Student Engagement
|
|
College Teaching,
2015 |
|
|
[53]
|
Kids just wanna have fun: Children's experiences of a weight management programme
|
|
British Journal of Health Psychology,
2015 |
|
|
[54]
|
可愛產品的刻板印象對產品功能評價, 購買意願以及願付價格之影響
|
|
中山大學行銷傳播管理研究所學位論文,
2015 |
|
|
[55]
|
Spectrum: Exploring the Effects of Player Experience on Game Design
|
|
2015 |
|
|
[56]
|
GAMIFICATION IS ALL ABOUT FUN: THE ROLE OF INCENTIVE TYPE AND COMMUNITY COLLABORATION
|
|
Twenty Second European Conference on Information Systems, Tel Aviv,
2014 |
|
|
[57]
|
“So Cute I Could Eat It Up”: Priming Effects of Cute Products on Indulgent Consumption
|
|
Journal of Consumer Research,
2014 |
|
|
[58]
|
Disentangling fun and enjoyment in exergames using an expanded design, play, experience framework: A narrative review
|
|
GAMES FOR HEALTH: Research, Development, and Clinical Applications,
2013 |
|
|
[59]
|
Using Fun in the Statistics Classroom: An Exploratory Study of College Instructors' Hesitations and Motivations
|
|
Journal of Statistics Education,
2013 |
|
|
[60]
|
Fun Evolution Model for Social Network Services (SNS)
|
|
2013 |
|
|
[61]
|
The Psychology of Retirement: Coping with the Transition from Work
|
|
2012 |
|
|
[62]
|
Resilient youth speak for themselves: A program evaluation of a strength-based collaborative counseling program
|
|
ProQuest Dissertations Publishing,
2012 |
|
|
[63]
|
Vocation and avocation: leisure activities correlate with professional engagement, but not burnout, in a cross-sectional survey
|
|
BMC medicine,
2011 |
|
|
[64]
|
Vocation and avocation: leisure activities correlate with professional engagement, but not burnout, in a cross-sectional survey of UK doctors
|
|
2011 |
|
|
[65]
|
Eğlenceli bir çalışma ortamının, pozitif bireysel ve örgütsel çıktılara etkisi (Bankacılık sektöründe bir araştırma)
|
|
|
|
|
[66]
|
O Festival de Parintins e Aspectos da Ginástica Para Todos em Corpoconsciência 2020 n.
|
|
MV Carbinatto, EJSRC Verde
|
|
|