功能可见性
情境伦理学
计算机科学
实证研究
前提
人机交互
探索性研究
位于
移动设备
万维网
心理学
社会心理学
认识论
语言学
哲学
社会学
人工智能
人类学
作者
Felix Ter Chian Tan,Barney Tan,Lesley Pek Wee Land
标识
DOI:10.1109/hicss.2015.145
摘要
Digital disruption refers to the implementation of digital technology-enabled changes to better meet customer needs and is drawing increasing scholarly attention. However, the way in which digital disruption is achieved is still relatively understudied. This study examines the affordance of gamification in enabling digital disruption. We present an exploratory case study and qualitative analysis of our observations on a mobile application platform and app, go Catch. Go catch is widely recognized as a digital disruptor in the taxi industry. From our empirical investigation, we find that go Catch uses gamification through situational and artifactual affordances to enable digital disruption. This study clarifies the relationship between the situated motivational affordances of gamification between the key players in a digital ecosystem and value creation in a mobile commerce business. The findings from the investigation provide the empirical premise for a model illustrating the role of gamification in digital disruption.
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