Richard N. Landers

Orcid: 0000-0001-5611-2923

Affiliations:
  • University of Minnesota, Minneapolis, USA


According to our database1, Richard N. Landers authored at least 12 papers between 2006 and 2022.

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

Timeline

Legend:

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Bibliography

2022
Editorial to the virtual Special Issue: Human-automation interaction in the workplace: A broadened scope of paradigms.
Comput. Hum. Behav., 2022

2021
The future of artificial intelligence at work: A review on effects of decision automation and augmentation on workers targeted by algorithms and third-party observers.
Comput. Hum. Behav., 2021

2020
Embodied Realistic Avatar System with Body Motions and Facial Expressions for Communication in Virtual Reality Applications.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

2019
Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs.
Int. J. Hum. Comput. Stud., 2019

The greatest battle is within ourselves: An experiment on the effects of competition alone on task performance.
Int. J. Hum. Comput. Stud., 2019

2017
Gamification of task performance with leaderboards: A goal setting experiment.
Comput. Hum. Behav., 2017

Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model.
Comput. Hum. Behav., 2017

How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning.
Proceedings of the Serious Games and Edutainment Applications, Volume II, 2017

2014
An Experiment on Anonymity and Multi-User Virtual Environments: Manipulating Identity to Increase Learning from Online Collaborative Discussion.
Int. J. Gaming Comput. Mediat. Simulations, 2014

Mobile and computer-based talent assessments: implications of workload and usability.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2011
Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training.
Proceedings of the Serious Games and Edutainment Applications., 2011

2006
An investigation of Big Five and narrow personality traits in relation to Internet usage.
Comput. Hum. Behav., 2006


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