Bastian Kordyaka

Orcid: 0000-0003-3495-6855

According to our database1, Bastian Kordyaka authored at least 38 papers between 2017 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2024
Leveraging Gamification to Facilitate Information Sharing in the Service Industry: An Empirical Study.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

A toxic triad: Aggression, anger and authoritarianism - A study with multiplayer online battle arena game players.
Proceedings of the 8th International GamiFIN Conference, Ruka, Finland, April 2-5, 2024., 2024

2023
Gender disparities in esports - An explanatory mixed-methods approach.
Comput. Hum. Behav., December, 2023

Exploring the Relationship Between Offline Cultural Environments and Toxic Behavior Tendencies in Multiplayer Online Games.
ACM Trans. Soc. Comput., 2023

The Cycle of Toxicity: Exploring Relationships between Personality and Player Roles in Toxic Behavior in Multiplayer Online Battle Arena Games.
Proc. ACM Hum. Comput. Interact., 2023

Illuminating the Predictive Power of Gamification to Inspire Technology Users.
Proceedings of the Mensch und Computer 2023, 2023

Dark Desires? Using the Theory of Basic Desires to Better Understand Toxic Behavior in Multiplayer Online Games.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

What drives gamer toxicity? Essays from players.
Proceedings of the 7th International GamiFIN Conference, 2023

2022
Territorial or nomadic? Geo-social determinants of location-based IT use: a study in Pokémon GO.
Internet Res., 2022

Design elements in immersive virtual reality: the impact of object presence on health-related outcomes.
Internet Res., 2022

Understanding toxicity in multiplayer online games: The roles of national culture and demographic variables.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022

Exploring the Dark Side of Multiplayer Online Games: The Relationship between contact experiences and sexism.
Proceedings of the 28th Americas Conference on Information Systems, 2022

2021
Individualized gamification elements: The impact of avatar and feedback design on reuse intention.
Comput. Hum. Behav., 2021

Curing Toxicity - A Multi-Method Approach.
Proceedings of the Innovation durch Informationssysteme, 2021

Self-Fulfilling Prophecies? Using Expectancy Theory to Explain Gender Disparities in eSports.
Proceedings of the 42nd International Conference on Information Systems, 2021

Landlords of the Digital World: How Territoriality and Social Identity Predict Playing Intensity in Location-based Games.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Architecture of Belonging - A Social Identity-based Design Theory of Community Identification in Multiplayer Video Games.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

2020
Towards a unified theory of toxic behavior in video games.
Internet Res., 2020

A Research Agenda for the Why, What, and How of Gamification Designs: Outcomes of an ECIS 2019 Panel.
Commun. Assoc. Inf. Syst., 2020

Social Media Governance: Analyzing Guidelines Based on the Matching of Intended and Actual Use.
Proceedings of the Entwicklungen, 2020

Implicit Learning in Video Games - Intergroup Contact and Multicultural Competencies.
Proceedings of the Entwicklungen, 2020

Do primal instincts explain engagement in location-based games? A hypothesis-forming focus group study on territorial behavior.
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020

Why am I watching? Capturing the interplay of social and technological aspects of online live streaming.
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020

Understanding brand loyalty - The case of the eSports consumer from a relationship quality perspective.
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020

Designing Community identification - a Multi-method Approach.
Proceedings of the 28th European Conference on Information Systems, 2020

Two-Faced Users? Exploring Motivational Taxonomies of Playful Systems.
Proceedings of the 26th Americas Conference on Information Systems, 2020

Beyond the Obvious - Towards a Creativity Support System using AI-driven Inspiration.
Proceedings of the 26th Americas Conference on Information Systems, 2020

2019
The Fluidity of the Self-Concept as a Framework to Explain the Motivation to Play Video Games.
Proceedings of the Human Practice. Digital Ecologies. Our Future. 14. Internationale Tagung Wirtschaftsinformatik (WI 2019), 2019

Investigating the Influence of Information Incongruity on Trust-Relations within Trilateral Healthcare Settings.
Proceedings of the Human Practice. Digital Ecologies. Our Future. 14. Internationale Tagung Wirtschaftsinformatik (WI 2019), 2019

Influencing Prejudice: Different Forms of Intergroup Contact and Sexism in Video Games.
Proceedings of the 23rd Pacific Asia Conference on Information Systems, 2019

Beyond Intuition: Towards a Framework for Empirical-Based Design Theory Building in Design Science Research.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

Perpetrators in League of Legends: Scale Development and Validation of Toxic Behavior.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

Crafting Identity in League of Legends - Purchases as a Tool to Achieve Desired Impressions.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

The effects of robotic Embodiment on intergroup Bias: an Experiment in Immersive Virtual Reality.
Proceedings of the 27th European Conference on Information Systems, 2019

The Comparative Self: Understanding the Motivation to Play and the Subsequent Video Game Use.
Proceedings of the 2019 DiGRA International Conference: Game, 2019

2018
Digital Poison " Approaching a Theory of Toxic Behavior in MOBA games.
Proceedings of the International Conference on Information Systems, 2018

Costumes in League of Legends - Replicating Findings from Cyworld and Habbo.
Proceedings of the 24th Americas Conference on Information Systems, 2018

2017
MOBA as a Stage: Explaining Purchase Behavior through different Strategies of Self-Presentation.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017


  Loading...