2014
DOI: 10.1109/mitp.2014.11
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The Digital Revolution: What's on the Horizon?

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Cited by 41 publications
(29 citation statements)
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“…Evers, Albury, Byron, and Crawford (2013) add another dimension to this concept: "gamification is when [sic] rewards, badges, and prizes are offered for participating with a service in a particular way (such as what occurs in a game as players achieve various levels)" (p. 268). Bojanova (2014) takes this notion one step further by describing gamification as the "use of game mechanics to motivate and drive engagement in nongame contexts and to change audience behaviors to achieve desired outcomes" (p. 10). Whitson (2013) speaks to the cross-platform nature of gamification online: "gamification combines the playful design and feedback mechanisms from games with users' social profiles (e.g., Facebook, twitter, and LinkedIn)" (p. 163).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Evers, Albury, Byron, and Crawford (2013) add another dimension to this concept: "gamification is when [sic] rewards, badges, and prizes are offered for participating with a service in a particular way (such as what occurs in a game as players achieve various levels)" (p. 268). Bojanova (2014) takes this notion one step further by describing gamification as the "use of game mechanics to motivate and drive engagement in nongame contexts and to change audience behaviors to achieve desired outcomes" (p. 10). Whitson (2013) speaks to the cross-platform nature of gamification online: "gamification combines the playful design and feedback mechanisms from games with users' social profiles (e.g., Facebook, twitter, and LinkedIn)" (p. 163).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Platforms for interactions and efficient infrastructure based on big data, cloud computing, mobile and social media, forms the "Nexus of Forces," which is continuing to evolve [29]. But despite the "first-mover advantage", virtual fair organizers-like virtual trade fair organizers-face the risk of losing such an advantage by not keeping up with rapid changes in technology [30].…”
Section: Security and Infrastructurementioning
confidence: 99%
“…From a biological perspective, we encounter visions of the 3D printing of human bones and tissues that are, seemingly, overly optimistic and naïve. In addition, there are new forms and qualities of machine-to-machine and other innovations [107]. These examples strongly suggest that humankind's creation of digital environments has the potential to result in new forms of human environment interactions and of human life.…”
Section: The Problem/challengementioning
confidence: 99%