2016
DOI: 10.1007/978-3-319-45557-0_7
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Social Collaboration and Gamification

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Cited by 36 publications
(23 citation statements)
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“…In terms of technical requirements, we recommend future IS investigations to focus on motivational IS designs (e.g. [59], [60]) to increase researchers' acceptance towards RDM.…”
Section: Discussionmentioning
confidence: 99%
“…In terms of technical requirements, we recommend future IS investigations to focus on motivational IS designs (e.g. [59], [60]) to increase researchers' acceptance towards RDM.…”
Section: Discussionmentioning
confidence: 99%
“…templates for digital whiteboards) or are not implemented in the context of DT. As collaboration is one of the key aspects of DT [32], we see high practical value for a comprehensive digital collaborative Service Blueprinting system in order to develop innovative services in dispersed teams [27]. While current literature has yet only focused on analog DT in group environments, digital group scenarios have mostly been ignored.…”
Section: Context and Motivationmentioning
confidence: 99%
“…Overall, the evaluation shows that the prototype is suitable for the digital collaborative creation of service blueprints in dispersed teams [27,41]. The prototype supports the required DT mindset, can motivate users and is perceived as useful, user-friendly and effective.…”
Section: Page 4591mentioning
confidence: 99%
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“…Location-based games have sparked interest in academic research in various fields, such as geography [1][2][3] and human-computer interaction [4][5][6]. Researchers thereby leverage digital games to investigate a range of complex mechanisms, including knowledge sharing [7], social collaboration [8], and negotiation processes in the digital realm [9]. Games are therefore not only mundane means of entertainment, but also offer ways to gain significant insights into behavioural, social, and cultural aspects that are relevant beyond the gaming context.…”
Section: Introductionmentioning
confidence: 99%