Information Technology Reference
In-Depth Information
23. M. Meder, T. Plumbaum, F. Hopfgartner, Daiknow: a gamified enterprise bookmarking system.
in Proceedings of the 36th European Conference on Information Retrieval, ECIR'14 (Springer,
2014), pp. 759-762
24. M. Moore, C. Dugan, M. Muller, D.R. Millen, W. Geyer, B. Brownholtz, The Dogear game: a
social bookmark recommender system, in Proceedings of the ACM GROUP'07 , pp. 387-390
(2007)
25. I. Mosca, +10! Gamification and de Gamification. G|A|M|E 1 (1) (2012)
26. J. Nielsen, Participation inequality: encouraging more users to contribute (2006)
27. S. Nikkila, S. Lin, H. Sundaram, A. Kelliher, Playing in taskville: designing a social game for
the workplace. in Workshop on Gamification: Using Game Design Elements in Non-Gaming
Contexts , pp. 1-4 (2011)
28. F. Ortega, J.M. Gonzalez-Barahona, G. Robles, On the inequality of contributions toWikipedia,
in Proceedings of the International Conference on System Sciences , pp. 304-304 (2008)
29. D. Robinson, A preliminary taxonomy of Gamification elements for varying anticipated com-
mitment, in Proceedings of the ACM CHI 2013 Workshop on Designing Gamification: Creating
Gameful and Playful Experiences (2013)
30. A. Said, B. Jain, S. Narr, T. Plumbaum, Users and noise: the magic barrier of recommender
systems, in User Modeling, Adaptation, and Personalization (Springer, Heidelberg, 2012)
31. O. Stewart, D. Lubensky, J.M. Huerta, Crowdsourcing participation inequality: a SCOUT
model for the enterprise domain, in Proceedings of the ACM SIGKDD Workshop on Human
Computation (2010), pp. 30-33
32. J. Thom, D. Millen, J. DiMicco, Removing Gamification from an enterprise SNS, in Proceed-
ings of the CSCW'12 , pp. 1067-1070 (2012)
33. V. Vapnik, in The Nature of Statistical Learning Theory (Springer, New York, 2000)
34. L. von Ahn, L. Dabbish, Labeling images with a computer game, in Proceedings of the CHI'04 ,
vol. 6(1), pp. 319-326 (2004)
35. J. Yang, M.R. Morris, J. Teevan, L.A. Adamic, M.S. Ackerman, One Microsoft way. Culture
matters: a survey study of social Q and A behavior, in International AAAI Conference on
Weblogs and Social Media , pp. 409-416 (2011)
36. N. Yee, Motivations for play in online games. J. CyberPsychol. Behav. 9 , 772-775 (2007)
37. N. Yee, N. Ducheneaut, L. Nelson, Online gaming motivations scale: development and vali-
dation, in Proceedings of the CHI'12 , pp. 2803-2806 (2012)
Search WWH ::




Custom Search