1,000 research outputs found

    No Fun no Use? The Impact of Gamification on User’s Continuous Usage Intention toward E-Business App

    Get PDF
    Gamification as an internal incentive method has been widely adopted in practice. Compared with the traditional external rewards, internal rewards can stimulate the enthusiasm of users. This paper,therefore,explores and constructs a model on how gamification (herein composed of three dimensions: sense of achievement, social influence and sense of ownership) affects user’s continuance intention from the perspective of intrinsic motivation (herein composed of three dimensions: self-presentation, entertainment and self-efficacy). Through the multiple regression analysis of 456 e-shoppers sample data by using the software of SMARTPLS 3.0, we draw the following five conclusions: gamification was positively correlated with self-presentation, entertainment and self-efficacy; sense of achievement, social influence and sense of ownership, significantly positively affected self-presentation, entertainment and self-efficacy; there is no correlation between self-presentation and users\u27 continuance intention; entertainment and self-efficacy are positively correlated with users\u27 continuance intention; and entertainment and self-efficacy play a mediation role between gamification and users\u27 continuance intention

    The Use of Gamification and Its Impact on Crowdfunding Participation:

    Get PDF
    This action research study examined how the use of two gamification tools (CreatiCUBE and Children Story Time) can increase the interest of venture capitalists to invest in the start-up company that designed both tools. Data were collected through interviews and field notes using convenience sampling. The eight participants in this study were people who had previous knowledge of and supported the two projects. The initial findings revealed that participants and potential investors were inclining to support Children Story Time rather than CreatiCUBE. The flexible nature of action research allowed a refocus of the study on the latter gamification tool. Four themes emerged from the analysis of data: 1) participants had no particular interest in funding; 2) funding was a byproduct of market demand; 3) Children Story Time was a market-disrupting tool; and 4) strategies emerged to secure venture capital investment. Three analytical theories shed light on the findings: Bourdieu’s cultural capital theory and Csikszentmikalyi’s flow and transactional leadership theories. Findings provide evidence that, to secure financial investment, startup entrepreneurs need to immerse in the cultural capital of their community and appeal to the support of close friends and family members to create a workable application, demonstrate the application has over 10,000 daily users, and hold a successful Kickstarter campaign

    A survey of the use of crowdsourcing in software engineering

    Get PDF
    The term 'crowdsourcing' was initially introduced in 2006 to describe an emerging distributed problem-solving model by online workers. Since then it has been widely studied and practiced to support software engineering. In this paper we provide a comprehensive survey of the use of crowdsourcing in software engineering, seeking to cover all literature on this topic. We first review the definitions of crowdsourcing and derive our definition of Crowdsourcing Software Engineering together with its taxonomy. Then we summarise industrial crowdsourcing practice in software engineering and corresponding case studies. We further analyse the software engineering domains, tasks and applications for crowdsourcing and the platforms and stakeholders involved in realising Crowdsourced Software Engineering solutions. We conclude by exposing trends, open issues and opportunities for future research on Crowdsourced Software Engineering

    Designing Cooperative Gamification: Conceptualization and Prototypical Implementation

    Get PDF
    Organizations deploy gamification in CSCW systems to enhance motivation and behavioral outcomes of users. However, gamification approaches often cause competition between users, which might be inappropriate for working environments that seek cooperation. Drawing on the social interdependence theory, this paper provides a classification for gamification features and insights about the design of cooperative gamification. Using the example of an innovation community of a German engineering company, we present the design of a cooperative gamification approach and results from a first experimental evaluation. The findings indicate that the developed gamification approach has positive effects on perceived enjoyment and the intention towards knowledge sharing in the considered innovation community. Besides our conceptual contribution , our findings suggest that cooperative gamification may be beneficial for cooperative working environments and represents a promising field for future research

    Crowdsourcing in a Public Organization: Transformation and Culture

    Get PDF
    Employees increasingly want to participate in the decision-making processes of their organization. Approaches that facilitate organizational participation, such as internal crowdsourcing platforms, can achieve this. However, although organizations of various backgrounds should be able to reap benefits from such systems, in practice, implementation might fail due to an organizational culture built on hierarchical structures, low experience with employee participation and fixed processes. Taking a design science approach, we explore this relation in a five-month case study of a transformational process at a public organization. We design, implement and evaluate an information system for internal crowdsourcing. Based on the results from user-generated content analysis of the proposals and comments, survey data and several in-depth interviews, we observe an IT culture conflict that significantly affects system adoption and use. Our findings contribute to the discussion on theoretical and practical implications for design and implementation of information systems in organizational contexts

    Crowdsourcing Based Business Model Innovation and Consumer Engagement

    Get PDF
    The development of ICT caused changes in business approaches and models as well as various new phenomena such as crowdsourcing, gamification, big data, and internet of things. The present paper provides analysis of crowdsourcing and how it contributes to business model innovation as well as consumer engagement. Based on the analysis consumer engagement dimensions are defined and application opportunities of crowdsourcing in business model context are determined. These constructs are integrated and empirically tested in Lithuanian market defining what is a level of consumer engagement in crowdsourced activities used for business model innovation
    corecore