Bastian Kordyaka
Orcid: 0000-0003-3495-6855Affiliations:
- Abo Akademi University, Turku, Finland
- University of Bremen, Germany (former)
According to our database1,
Bastian Kordyaka
authored at least 53 papers
between 2017 and 2024.
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Bibliography
2024
Proc. ACM Hum. Comput. Interact., 2024
Are stress and engagement in toxicity associated with sleep quality? A study with League of Legends players.
Proc. ACM Hum. Comput. Interact., 2024
Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design.
Int. J. Hum. Comput. Stud., 2024
Designing successful Human-AI Collaboration for Creative-Problem Solving in Architectural Design.
Proceedings of the 45th International Conference on Information Systems, 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
Designing Inspiration: A Study of the Impact of Gamification in Virtual Try-On Technology.
Proceedings of the HCI in Business, Government and Organizations, 2024
Proceedings of the HCI in Games, 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
Job-related technology resistance among public sector employees: A social environment approach: "Alexa, how can I avoid using innovative technology at work?".
Proceedings of the 7. Fachtagung Rechts- und Verwaltungsinformatik: Neue Wege der Zusammenarbeit und Vernetzung für digitale Transformation und Verwaltungsmodernisierung, 2024
Proceedings of the 7. Fachtagung Rechts- und Verwaltungsinformatik: Neue Wege der Zusammenarbeit und Vernetzung für digitale Transformation und Verwaltungsmodernisierung, 2024
Flame and Fortune: The Connection Between Toxic Behavior and In-game Purchasing in Multiplayer Online Games.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Traumatizing or Just Annoying? Unveiling the Spectrum of Gamer Toxicity in the StarCraft II Community.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
Exploring the association between engagement with location-based game features and getting inspired about environmental issues and nature.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
2023
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
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
Proceedings of the 7th International GamiFIN Conference, 2023
Is a Fool With a(n AI) Tool Still a Fool? An Empirical Study of the Creative Quality of Human-AI Collaboration.
Proceedings of the Australasian Conference on Information Systems, 2023
Enhancing Creative Problem-Solving with Contextual Stimuli: A Study on Individual Characteristics and Computational Methods.
Proceedings of the Australasian Conference on Information Systems, 2023
Proceedings of the Australasian Conference on Information Systems, 2023
The Saliency of Dispositions: Personality Traits, Anger. and Aggression as Antecedents of Toxicity in Multiplayer Online Battle Arena Games.
Proceedings of the Australasian Conference on Information Systems, 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
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
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
Proceedings of the 28th European Conference on Information Systems, 2020
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
Proceedings of the International Conference on Information Systems, 2018
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