|
|
|
Sangjae Lee
Online streaming contents are creating greater service uncertainty, as consumers need to experience such contents before making a decision to continue to purchase them. Few studies have investigated the interaction between eWOM (online word-of-mouth) and...
ver más
|
|
|
|
|
|
|
Artur Kulpa and Jakub Swacha
The popularity of smartphones and widespread access to mobile internet removed earlier barriers to reliance on mobile applications run on visitors? own devices for guidance in tourist attractions. At the same time, the tourists? rising expectations call ...
ver más
|
|
|
|
|
|
|
Jakub Swacha
The paper addresses the issues of implementing e-guide-based gamification systems for tourist attractions by proposing a dispersed gamification system architecture in which its respective functional aspects are handled by multiple web services with vario...
ver más
|
|
|
|
|
|
|
Marta Martín-del-Pozo, Ana García-Valcárcel Muñoz-Repiso and Azucena Hernández Martín
Students? motivation is a fundamental factor in the educational process, and can be facilitated through new methodologies and technologies, including gamification, video games, collaborative learning, or, in particular, the methodology called ?collaborat...
ver más
|
|
|
|
|
|
|
Mohamed Buheji
Pág. 48 - 59
Gamification is still an emerging field in social sciences with a growing interest in its application in public services. Yet, most of the published literature on gamification focus on the utilisation of electronic games and serious games as a methodolog...
ver más
|
|
|
|