Play online, work better? Examining the spillover of active learning and transformational leadership
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DOI: 10.1016/j.techfore.2012.03.006
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Cited by:
- Liu, Chuang-Chun, 2016. "Understanding player behavior in online games: The role of gender," Technological Forecasting and Social Change, Elsevier, vol. 111(C), pages 265-274.
- Maresch, Daniela & Harms, Rainer & Kailer, Norbert & Wimmer-Wurm, Birgit, 2016. "The impact of entrepreneurship education on the entrepreneurial intention of students in science and engineering versus business studies university programs," Technological Forecasting and Social Change, Elsevier, vol. 104(C), pages 172-179.
- Barnes, Stuart J. & Pressey, Andrew D., 2014. "Caught in the Web? Addictive behavior in cyberspace and the role of goal-orientation," Technological Forecasting and Social Change, Elsevier, vol. 86(C), pages 93-109.
- Gómez, Patricia & Shaikh, Nazrul I. & Erkoc, Murat, 2024. "Continuous improvement in the efficient use of energy in office buildings through peers effects," Applied Energy, Elsevier, vol. 360(C).
- Şengün, Sercan & Santos, Joao M. & Salminen, Joni & Jung, Soon-gyo & Jansen, Bernard J., 2022. "Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends," Technological Forecasting and Social Change, Elsevier, vol. 177(C).
- Manika, Danae & Antonetti, Paolo & Papagiannidis, Savvas & Guo, Xiaojing, 2021. "How Pride Triggered by Pro-environmental Technology Adoption Spills Over into Conservation Behaviours: A Social Business Application," Technological Forecasting and Social Change, Elsevier, vol. 172(C).
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Keywords
Active learning; Massively multiplayer online role-playing games; Performance; Spillover; Transformational leadership; Virtual worlds;All these keywords.
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