Smart Life Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents
Reshaping energy policy based on social and human dimensions: an analysis of human-building interactions among societies in transition in GCC countries
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Using digital social market applications to incentivise active travel: Empirical analysis of a smart city initiative - ScienceDirect
An evaluation of online Edcraft gamified learning (EGL) to understand motivation and intention of recycling among youth
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