The Impact of Gamification in Social Live Streaming Services

Author:

Scheibe Katrin

Publisher

Springer International Publishing

Reference30 articles.

1. Zichermann, G., Cunningham, C.: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly, Sebastopol (2011)

2. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to game-fulness: defining “gamification”. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM, New York (2011)

3. O’Reilly, T.: What is Web 2.0. (2005). http://www.oreilly.com/pub/a/web2/archive/what-is-web-20.html . Accessed 08 Feb 2018

4. Linde, F., Stock, W.G.: Information Markets. A Strategic Guideline for the I-Commerce. De Gruyter Saur, Berlin, New York (2011)

5. O’Reilly, T., Battalle, J.: Web Squared: Web 2.0 Five Years on (2009). https://conferences.oreilly.com/web2summit/web2009/public/schedule/detail/10194 . Accessed 08 Feb 2018

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