Gamification in Crowdsourcing Applications
Author:
Publisher
Springer International Publishing
Link
https://link.springer.com/content/pdf/10.1007/978-3-031-23161-2_46
Reference25 articles.
1. AlRouqi, H., Al-Khalifa, H.S.: Making Arabic PDF books accessible using gamification. In: Proceedings of the 11th Web for All Conference (W4A’14). ACM Press, New York (2014). https://doi.org/10.1145/2596695.2596712
2. Blohm, I., Leimeister, J.M.: Gamification: design of IT-based enhancing services for motivational support and behavioral change. Bus. Inf. Syst. Eng. 5, 275–278 (2013). https://doi.org/10.1007/s12599-013-0273-5
3. Bouça, M.: Mobile communication, gamification and ludification. In: Proceedings of the 16th International Academic MindTrek Conference (MindTrek’12), pp. 295–301. ACM Press, New York (2012). https://doi.org/10.1145/2393132.2393197
4. Cafazzo, J.A., Casselman, M., Hamming, N., Katzman, D.K., Palmert, M.R.: Design of an mHealth app for the self-management of adolescent type 1 diabetes: A pilot study. J. Med. Internet Res. 14, 13 (2012). https://doi.org/10.2196/jmir.2058
5. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: Defining “gamification”. In: Proceedings of the 15th International Academic Mind Trek Conference: Envisioning Future Media Environments, pp. 9–15. ACM Press, New York (2011)
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