3 research outputs found
A Typology of Digital Sharing Business Models: A Design Science Research Approach
The digitally enabled sharing economy, also called the “digital sharing economy” (DSE), has changed patterns of consumption by introducing new choices and channels for provision and receipt of services. The DSE encompasses sharing systems whose business models may vary distinctly from platform to platform. Although business models in the context of the sharing economy have been studied so far, we have observed that the current literature does not provide an approach that covers all the possible business models (in the broadest sense of the term) that (potentially) exist within the scope of the DSE. The present paper, therefore, aims to propose a typology of business models in the DSE that covers a wide space of models – even those which may not involve “business” in the commercial sense. This is achieved through an iterative inductive process based on a design science research approach. The typology can assist in positioning the current and future sharing systems in the DSE by systematically classifying their business models. It is intended to serve as a guiding tool for the sustainability assessment of platforms from both resource and socio-economic perspectives. The present study can also enable researchers and practitioners to capture and systematically analyse digital sharing business models based on a structured, actionable approach
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with
Participatory Sensing for Community Building
Abstract In this research, we explore the viability of using participatory sensing as a means to enhance a sense of community. To accomplish this, we are developing and deploying a suite of participatory sensing applications, where users explicitly report on the state of their environment, such as the location of the bus. In doing so, community members become reliant on each other for valuable information about the community. By better understanding the relationship between participatory sensing and community, we inform the design and research of similar participatory sensing, or crowd-sourced sensing applications