2019
DOI: 10.1108/inmr-04-2019-0056
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Collaborative technology and motivations: utilization, value and gamification

Abstract: Purpose Instigated by the trend of collaborative economics, taking into consideration the particularities pointed out by Simis (2015), such as a new social, economic and technological scenario, this paper aims to identify which factors serve as motivators for collaboration among the technologies of this scenario. Design/methodology/approach In this paper, the authors analyzed Waze, an application that works based on traffic information made available by the users of the platform. For the development of this … Show more

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Cited by 10 publications
(8 citation statements)
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References 18 publications
(36 reference statements)
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“…The field of education has also been carried out by Weithof [29], Knutas [30] and Nofal [31], whom both developed a collaborative gamification model of the learning process. Ardones [32] also evaluates gamification in the Waze app in the social contribution app.…”
Section: B Collaboration Gamificationmentioning
confidence: 99%
See 1 more Smart Citation
“…The field of education has also been carried out by Weithof [29], Knutas [30] and Nofal [31], whom both developed a collaborative gamification model of the learning process. Ardones [32] also evaluates gamification in the Waze app in the social contribution app.…”
Section: B Collaboration Gamificationmentioning
confidence: 99%
“…1) Purpose/Epic Meaning: Purpose / Epic Meaning is the drive to work based on public interest above personal interest [9], [10]. Meanwhile, in this study, let us consider the contribution of users of the Waze application in providing route references in Gustavo's research [32]. Epic Meaning can be related to its effect on collaborative gamification systems.…”
Section: Octalysis Gamification Frameworkmentioning
confidence: 99%
“…The statistics in Figure 2 show that "intangible rewards", mainly carried through points and badges [75,76], is the most dominant game dynamic across all the case studies, appearing in 29 cases. The second most prevalent game dynamic is "social interaction", typically triggered by social drivers such as altruism and reciprocity [60,65], sense of belonging [57,71] and social network building [66,69]. Very close to "social interaction" falls "competition", commonly manifested through ranking tables and leader boards [58], then "tangible rewards" implying monetary prizes and gifts [75,76] with a respective appearance in 17, 16 and 13 case studies.…”
Section: Game Dynamicsmentioning
confidence: 99%
“…The first step is to identify candidate collaboration parameters. [26], [27], [28] and the principle of silaturrahmi [29], [30], [13], [31], [14] then the two slices are taken connecting the two based on the literature. Then a hypothesis is built which states the influence of the "silaturrahmi" principle on collaboration.…”
Section: Hypothesis Test Of Collaboration Parametermentioning
confidence: 99%