2020
DOI: 10.1016/j.ijinfomgt.2020.102140
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Engaging donors on crowdfunding platform in Disaster Relief Operations (DRO) using gamification: A Civic Voluntary Model (CVM) approach

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Cited by 76 publications
(79 citation statements)
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References 124 publications
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“…Table 2 represents the result of the analysis. Although other research had found that users tend to seek fun and enjoyment in their web design, this research reflected a result that contradicted with the existing literature in crowdfunding domain (Behl & Dutta, 2020;Kontogiannidis et al, 2017) The game element applied in the crowdfunding platform did not contribute to influencing the donors' intention. Researchers posit that gamification might fail to influence users' behavior in a website or platform because only a single element was applied (Gallego-Durán et al, 2019).…”
Section: Resultscontrasting
confidence: 85%
See 1 more Smart Citation
“…Table 2 represents the result of the analysis. Although other research had found that users tend to seek fun and enjoyment in their web design, this research reflected a result that contradicted with the existing literature in crowdfunding domain (Behl & Dutta, 2020;Kontogiannidis et al, 2017) The game element applied in the crowdfunding platform did not contribute to influencing the donors' intention. Researchers posit that gamification might fail to influence users' behavior in a website or platform because only a single element was applied (Gallego-Durán et al, 2019).…”
Section: Resultscontrasting
confidence: 85%
“…Moreover, the previous research in the crowdfunding domain concentrated on understanding the utilitarian and hedonic features of the proposed projects but fewer researches elaborate on the effect of such features embedded on the platform and the ability to attract potential contributors (Jiang et al, 2020;Zhao & Vinig, 2017). In addition, since gamification is a relatively new concept in crowdfunding activities, understanding this concept is crucial to interpret contributors' perceptions towards game-like activities in crowdfunding platforms (Behl & Dutta, 2020). Furthermore, researchers agreed that the implementation of technology in financial activities could enhance efficiency and effectiveness of the system (Kuznetsov, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Increasingly companies in different domains are incorporating gaming elements for the purpose of enhancing customer engagement (Gartner Research, 2011). As for instance, gamification is being used in marketing area to improve client retention and growth in sales (Hamari, 2017), in education segment to encourage behavioural changes (Hew et al, 2016), in banking sector to improve virtual social connect with the bank personnel (Rodrigues et al, 2016), in healthcare area to improve the fitness and welfare of the people (Johnson et al, 2016), in logistics industry to improve the order picking system (Putz et al, 2019), in disaster management to increase the participation of donors on the crowdfunding platforms (Behl and Dutta, 2020), in crowdsourcing and social networking field (Koivisto and Hamari, 2019) and in the psychology and neuroscience domain to analyse the interaction between cognition and emotion (Mullins and Sabherwal, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…The aftermath of any disaster necessitates an immediate supply of emergency RM to minimize human sufferings (Dubey & Gunasekaran, 2016 ; Wang et al, 2016b ; Behl & Dutta, 2020a ; Behl & Dutta, 2020b ; Shafiq & Soratana, 2020 ; Cao et al, 2021 ). Because of various trade-offs and uncertainty in the decision-making environment (Maiyar & Thakkar, 2020 ), it is always challenging to achieve this goal during execution (Dubey et al, 2019a ; Özdamar et al, 2004 ).…”
Section: Literature Reviewmentioning
confidence: 99%