{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,2,21]],"date-time":"2026-02-21T12:36:33Z","timestamp":1771677393426,"version":"3.50.1"},"publisher-location":"Cham","reference-count":88,"publisher":"Springer International Publishing","isbn-type":[{"value":"9783319272351","type":"print"},{"value":"9783319272375","type":"electronic"}],"license":[{"start":{"date-parts":[[2015,1,1]],"date-time":"2015-01-01T00:00:00Z","timestamp":1420070400000},"content-version":"unspecified","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2015]]},"DOI":"10.1007\/978-3-319-27237-5_10","type":"book-chapter","created":{"date-parts":[[2015,12,30]],"date-time":"2015-12-30T20:16:28Z","timestamp":1451506588000},"page":"197-220","source":"Crossref","is-referenced-by-count":5,"title":["Gamification on the Social Web"],"prefix":"10.1007","author":[{"given":"Surya","family":"Nepal","sequence":"first","affiliation":[]},{"given":"Cecile","family":"Paris","sequence":"additional","affiliation":[]},{"given":"Sanat","family":"Bista","sequence":"additional","affiliation":[]}],"member":"297","published-online":{"date-parts":[[2016,1,1]]},"reference":[{"key":"10_CR1","doi-asserted-by":"publisher","first-page":"415","DOI":"10.1080\/10810730903033000","volume":"14","author":"LC Abroms","year":"2009","unstructured":"Abroms, L. C., & Craig Lefebvre, R. (2009). Obama\u2019s wired campaign: Lessons for public health communication. Journal of Health Communication, 14, 415\u2013423.","journal-title":"Journal of Health Communication"},{"key":"10_CR2","unstructured":"Antin, J., & Churchill, E. F. (2011). Badges in social media: A social psychological perspective. In Proceedings of the CHI 2011, Vancouver, BC, Canada, ACM."},{"key":"10_CR3","doi-asserted-by":"publisher","first-page":"338","DOI":"10.1037\/0033-2909.120.3.338","volume":"120","author":"JT Austin","year":"1996","unstructured":"Austin, J. T., & Vancouver, J. B. (1996). Goal constructs in psychology: Structure, process, and content. Psychological Bulletin, 120, 338.","journal-title":"Psychological Bulletin"},{"key":"10_CR4","unstructured":"Baxter, N. (2012). Museum as game board. In Fun is Not the Enemy of Work, Natron Baxter, http:\/\/natronbaxter.com\/museum-as-game-board"},{"key":"10_CR5","doi-asserted-by":"crossref","unstructured":"Beenen, G., Ling, K., Wang, X., Chang, K., Frankowski, D., Resnick, P., & Kraut, R. E. (2004). Using social psychology to motivate contributions to online communities. In Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work, Chicago, Illinois, USA, ACM, 1031642, pp. 212\u2013221.","DOI":"10.1145\/1031607.1031642"},{"key":"10_CR6","doi-asserted-by":"crossref","unstructured":"Berger, J. O. (1985). Statistical decision theory and Bayesian analysis. Berlin: Springer.","DOI":"10.1007\/978-1-4757-4286-2"},{"key":"10_CR7","doi-asserted-by":"publisher","first-page":"37","DOI":"10.1016\/S0305-0483(99)00033-X","volume":"28","author":"M Beynon","year":"2000","unstructured":"Beynon, M., Curry, B., & Morgan, P. (2000). The Dempster-Shafer theory of evidence: An alternative approach to multicriteria decision modelling. Omega, 28, 37\u201350.","journal-title":"Omega"},{"key":"10_CR8","doi-asserted-by":"crossref","unstructured":"Bista, S. K., Colineau, N., Nepal, S., & Paris, C. (2012). The design of an online community for welfare recipients. In Proceedings of the 24th Australian Computer-Human Interaction Conference, ACM, Melbourne, Australia, pp. 38\u201341.","DOI":"10.1145\/2414536.2414543"},{"key":"10_CR9","doi-asserted-by":"crossref","unstructured":"Bista, S. K., Colineau, N., Nepal, S., & Paris, C. (2013). Next step: An online community to support parents in their transition to work. In Proceedings of the 2013 Conference on Computer Supported Cooperative Work Companion, ACM, San Antonio, Texas, pp. 5\u201310.","DOI":"10.1145\/2441955.2441958"},{"key":"10_CR10","unstructured":"Bista, S. K., Nepal, S., Colineau, N., & Paris, C. (2012). Using gamification in an online community. In CollaborateCom, pp. 611\u2013618."},{"key":"10_CR11","doi-asserted-by":"crossref","unstructured":"Bista, S. K., Nepal, S., Paris, C., & Colineau, N. (2014). Gamification for online communities: A case study for delivering government services. International Journal of Cooperative Information Systems, 23(2) 1\u201325.","DOI":"10.1142\/S0218843014410020"},{"key":"10_CR12","unstructured":"Bogost, I. (2011). Gamification is a Bullshit, Wharton Gamification Symposium, http:\/\/www.bogost.com\/blog\/gamification_is_bullshit.shtml"},{"key":"10_CR13","unstructured":"Brindal, E., Freyne, J., Saunders, I., Berovksy, S., & Noakes, M. (2012). Weight tracking is predictive of weight loss for overweight\/obese participants in a purely web-based intervention. J Med Internet Research, 14 (6):e173."},{"key":"10_CR14","unstructured":"Bunchball, I. (2010). Gamification 101: An introduction to the use of game dynamics to influence behaviour, Bunchball, While paper, Bunchball. http:\/\/www.bunchball.com\/sites\/default\/files\/downloads\/gamification101.pdf"},{"key":"10_CR15","unstructured":"Burke, B. (2013). The Gamification of Business, Forbes, http:\/\/www.forbes.com\/sites\/gartnergroup\/2013\/01\/21\/the-gamification-of-business\/"},{"key":"10_CR16","unstructured":"Burke, B. (2014). Gartner redefines gamification, Gartner, http:\/\/blogs.gartner.com\/brian_burke\/2014\/04\/04\/gartner-redefines-gamification\/"},{"key":"10_CR17","unstructured":"Chamberlin, B. (2013). Gamification: A 2013 HorizonWatching Trend Report. In HorizonWatching: Emerging Business Issues, Trends and Technologies, http:\/\/www.billchamberlin.com\/"},{"key":"10_CR18","unstructured":"Citoresearch. (2013). It\u2019s no game: Gamification is transforming the call center. In Advancing the Craft of Technology Leadership, Evolved Media CITO Research, New York, USA."},{"key":"10_CR19","doi-asserted-by":"crossref","unstructured":"Colineau, N., Paris, C., & Dennett, A. (2011). Exploring the use of an online community in welfare transition programs. In 25th BCS Conference on Human-Computer Interaction, British Computer Society, Newcastle-upon-Tyne, United Kingdom, pp. 455\u2013460.","DOI":"10.14236\/ewic\/HCI2011.76"},{"key":"10_CR20","doi-asserted-by":"crossref","unstructured":"Colineau, N., Paris, C., & Nepal, S. (2013). Designing for reflection and collaboration to support a transition from welfare to work. In Proceedings of the 2013 Conference on Computer Supported Cooperative Work, ACM, San Antonio, Texas, pp. 471\u2013476.","DOI":"10.1145\/2441776.2441830"},{"key":"10_CR21","doi-asserted-by":"crossref","unstructured":"Crowley, D. N., Breslin, J. G., Corcoran, P., & Young, K. (2012). Gamification of citizen sensing through mobile social reporting. In IEEE International Games Innovation Conference (IGIC) 2012, IEEE, Rochester, NY, USA, pp. 1\u20135.","DOI":"10.1109\/IGIC.2012.6329849"},{"key":"10_CR22","volume-title":"Flow the psychology of optimal experience","author":"M Csikszentmihalyi","year":"1990","unstructured":"Csikszentmihalyi, M. (1990). Flow the psychology of optimal experience. Chicago: Harper collins."},{"key":"10_CR23","unstructured":"Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life. New York: Basic Books."},{"key":"10_CR24","doi-asserted-by":"crossref","unstructured":"Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, ACM, Tampere, Finland, pp. 9\u201315","DOI":"10.1145\/2181037.2181040"},{"key":"10_CR25","doi-asserted-by":"crossref","unstructured":"Deterding, S., Sicart, M., Nacke, L., O\u2019hara, K., & Dixon, D. (2011). Gamification: Using game-design elements in non-gaming contexts. In PART 2 Proceedings of the 2011 Annual Conference on Human Factors in Computing Systems, ACM, Vancouver, BC, Canada, pp. 2425\u20132428.","DOI":"10.1145\/1979742.1979575"},{"key":"10_CR26","volume-title":"Using games as a strategy for success","author":"A Dignan","year":"2011","unstructured":"Dignan, A. (2011). Using games as a strategy for success. New York, USA: Free Press."},{"key":"10_CR27","doi-asserted-by":"crossref","unstructured":"Ding, L., Difranzo, D., Graves, A., Michaelis, J. R., Li, X., Mcguinness, D. L., & Hendler, J. A. (2010). TWC data-gov corpus: Incrementally generating linked government data from data. gov. In Proceedings of the 19th international conference on World wide web, ACM, pp. 1383\u20131386.","DOI":"10.1145\/1772690.1772937"},{"key":"10_CR28","first-page":"71","volume":"38","author":"GR Dowlin","year":"1997","unstructured":"Dowlin, G. R., & Uncles, M. (1997). Do customer loyalty programs really work? Sloan Management Review, 38, 71\u201382.","journal-title":"Sloan Management Review"},{"key":"10_CR29","unstructured":"Dubois, D., & Prade, H. (1995). Possibility theory as a basis for qualitative decision theory. In IJCAI, pp. 1924\u20131930."},{"key":"10_CR30","unstructured":"Duggan, K., & Shoup, K. (2013). Business gamification for dummies. New York: Wiley."},{"key":"10_CR31","unstructured":"Eickhoff, C., Harris, C. G., De Vries, A. P., & Srinivasan, P. (2012). Quality through flow and immersion: Gamifying crowdsourced relevance assessments. In Proceedings of the 35th international ACM SIGIR conference on Research and development in information retrieval (pp. 871\u2013880). Portland, Oregon, USA: ACM."},{"key":"10_CR32","unstructured":"Enterpriseappstoday. (2013). 10 Great Gamified Sites and Apps. Enterpriseappstoday. (2013). 10 Great Gamified Sites and Apps. http:\/\/www.enterpriseappstoday.com\/crm\/10-great-gamified-sites-and-apps.html"},{"key":"10_CR33","doi-asserted-by":"crossref","unstructured":"Farzan, R., Dimicco, J. M., Millen, D. R., Dugan, C., Geyer, W., & Brownholtz, E. A. (2008). Results from deploying a participation incentive mechanism within the enterprise. In Proceedings of the Twenty-Sixth Annual SIGCHI Conference on Human Factors in Computing Systems, ACM, Florence, Italy, pp. 563\u2013572.","DOI":"10.1145\/1357054.1357145"},{"key":"10_CR34","volume-title":"Playful design: Creating game experiences in everyday interfaces","author":"J Ferrara","year":"2012","unstructured":"Ferrara, J. (2012). Playful design: Creating game experiences in everyday interfaces. Brooklyn: Rosenfeld Media."},{"key":"10_CR35","doi-asserted-by":"crossref","unstructured":"Fogg, B. (2009). A behavior model for persuasive design. In Proceedings of the 4th International Conference on Persuasive Technology, Claremont, California, ACM, 1541999, pp. 1\u20137.","DOI":"10.1145\/1541948.1541999"},{"key":"10_CR36","volume-title":"Persuasive technology: Using computers to change what we think and do","author":"BJ Fogg","year":"2003","unstructured":"Fogg, B. J. (2003). Persuasive technology: Using computers to change what we think and do. USA: Morgan Kaufmann Publishers."},{"key":"10_CR37","doi-asserted-by":"crossref","unstructured":"Freyne, J., Saunders, I., Brindal, E., Berkovsky, S., & Smith, G. (2012). Factors associated with persistent participation in an online diet intervention. In Proceedings of the 2012 ACM Annual Conference Extended Abstracts on Human Factors in Computing Systems Extended Abstracts, Austin, Texas, USA, ACM, pp. 2375\u20132380.","DOI":"10.1145\/2212776.2223805"},{"key":"10_CR38","unstructured":"Gartner. (2011). Gartner predicts over 70 percent of global 2000 organisations will have at least one gamified application by 2014, Gartner, Barcelona, Spain, http:\/\/www.gartner.com\/newsroom\/id\/1844115"},{"key":"10_CR39","unstructured":"Gartner. (2011). Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes, Gartner, Stanford, USA."},{"key":"10_CR40","unstructured":"Gigya. (2013). Gamification Analytics: Track User Behaviors that Matter. http:\/\/www.gigya.com\/gamificationanalytics\/"},{"key":"10_CR41","unstructured":"Grace, M. V., & Hall, J. (2008). Projecting surveillance entertainment. In Proceedings of the Emerging Technology Conference ETech, San Diego, California, O\u2019Reilly."},{"key":"10_CR42","unstructured":"Griffin, D. (2013). Gamification in e-learning, Virtual Ashridge, Ashridge Business School, Hertfordshire, UK, http:\/\/www.ashridge.org.uk\/website\/content.nsf\/FileLibrary\/8335DDE6537E4C6480257CA60039399A\/$file\/Gamification%20in%20elearning.pdf"},{"key":"10_CR43","unstructured":"Griffin, D. (2014). A brief history of gamification, The HRDirector -Pure Strategic Media Ltd Englang, http:\/\/www.thehrdirector.com\/features\/gamification\/a-brief-history-of-gamification\/"},{"key":"10_CR44","first-page":"793","volume-title":"Multikonferenz Wirtschaftsinformatik","author":"P Herzig","year":"2012","unstructured":"Herzig, P., Strahringer, S., & Ameling, M. (2012). Gamification of ERP systems-exploring gamification effects on user acceptance constructs. Multikonferenz Wirtschaftsinformatik (pp. 793\u2013804). Germany: Braunschweig."},{"key":"10_CR45","unstructured":"ITGLOSSARY 2014. Gamification, GARTNER (Ed.), http:\/\/www.gartner.com\/it-glossary\/?s=gamification"},{"key":"10_CR46","doi-asserted-by":"publisher","first-page":"S1","DOI":"10.1016\/j.giq.2012.11.003","volume":"30","author":"M Janssen","year":"2013","unstructured":"Janssen, M., & Estevez, E. (2013). Lean government and platform-based governance\u2014doing more with less. Government Information Quarterly, 30, S1\u2013S8.","journal-title":"Government Information Quarterly"},{"key":"10_CR47","unstructured":"Knowledge@Wharton. (2014). Gamification: Powering up or game over? University of Pennsylvania, http:\/\/knowledge.wharton.upenn.edu\/article\/gamification-powering-game\/"},{"key":"10_CR48","unstructured":"Krishna, V., & Perry, M. (1998). Efficient mechanism design. Available at SSRN 64934."},{"key":"10_CR49","doi-asserted-by":"publisher","first-page":"822","DOI":"10.1037\/0022-3514.37.6.822","volume":"37","author":"B Latane","year":"1979","unstructured":"Latane, B., Williams, K., & Harkins, S. (1979). Many hands make light the work: The causes and consequences of social loafing. Journal of Personality and Social Psychology, 37, 822.","journal-title":"Journal of Personality and Social Psychology"},{"key":"10_CR50","unstructured":"Lauby, S. (2012). Gamification coming to a workplace near you, Open Forum."},{"key":"10_CR51","doi-asserted-by":"publisher","first-page":"122","DOI":"10.1016\/S0740-624X(01)00066-1","volume":"18","author":"K Layne","year":"2001","unstructured":"Layne, K., & Lee, J. (2001). Developing fully functional E-government: A four stage model. Government Information Quarterly, 18, 122\u2013136.","journal-title":"Government Information Quarterly"},{"key":"10_CR52","first-page":"146","volume":"15","author":"JJ Lee","year":"2011","unstructured":"Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15, 146\u2013150.","journal-title":"Academic Exchange Quarterly"},{"key":"10_CR53","doi-asserted-by":"publisher","first-page":"446","DOI":"10.1016\/j.giq.2012.06.003","volume":"29","author":"D Linders","year":"2012","unstructured":"Linders, D. (2012). From e-government to we-government: Defining a typology for citizen coproduction in the age of social media. Government Information Quarterly, 29, 446\u2013454.","journal-title":"Government Information Quarterly"},{"key":"10_CR54","doi-asserted-by":"crossref","unstructured":"Liu, Y., Alexandrova, T., & Nakajima, T. (2011). Gamifying intelligent environments. In Proceedings of the 2011 International ACM Workshop on Ubiquitous Meta User Interfaces, ACM, Scottsdale, AZ, USA, pp. 7\u201312.","DOI":"10.1145\/2072652.2072655"},{"key":"10_CR55","doi-asserted-by":"publisher","first-page":"125","DOI":"10.1037\/0033-2909.90.1.125","volume":"90","author":"EA Locke","year":"1981","unstructured":"Locke, E. A., Shaw, K. N., Saari, L. M., & Latham, G. P. (1981). Goal setting and task performance: 1969\u20131980. Psychological Bulletin, 90, 125.","journal-title":"Psychological Bulletin"},{"key":"10_CR56","unstructured":"M2research (2011). Gamified Engagement, M2Research, Gamification Summit, New York City, http:\/\/m2research.com\/Gamification.htm"},{"key":"10_CR57","volume-title":"Gamification: A growing business to invigorate stale websites","author":"D Macmilan","year":"2011","unstructured":"Macmilan, D. (2011). Gamification: A growing business to invigorate stale websites. San Francisco: Businessweek."},{"key":"10_CR58","doi-asserted-by":"crossref","unstructured":"Malone, T. W. (1980). What makes things fun to learn? Heuristics for designing instructional computer games. In Proceedings of the 3rd ACM SIGSMALL Symposium and the First SIGPC Symposium on Small Systems, ACM, pp. 162\u2013169.","DOI":"10.1145\/800088.802839"},{"key":"10_CR59","doi-asserted-by":"crossref","unstructured":"Malone, T. W. (1982). Heuristics for designing enjoyable user interfaces: Lessons from computer games. In Proceedings of the 1982 Conference on Human Factors in Computing Systems, ACM, pp. 63\u201368.","DOI":"10.1145\/800049.801756"},{"issue":"7522","key":"10_CR60","first-page":"562","volume":"2012","author":"I Mart\u00ed","year":"2012","unstructured":"Mart\u00ed, I., Rodr\u00edguez, L., Benedito, M., Trilles, S., Beltr\u00e1n, A., D\u00edaz, L., & Huerta, J. (2012). Mobile application for noise pollution monitoring through gamification techniques. Entertainment Computing-ICEC, 2012(7522), 562\u2013571.","journal-title":"Entertainment Computing-ICEC"},{"key":"10_CR61","volume-title":"The practical guide to defect prevention","author":"M Mcdonald","year":"2007","unstructured":"Mcdonald, M., Musson, R., & Smith, R. (2007). The practical guide to defect prevention. Redmond, Washington: Microsoft Press."},{"key":"10_CR62","unstructured":"Mckenzie, G. (2011). Gamification and location-based Services. In Workshop on Cognitive Engineering for Mobile GIS In Conjunction with the Conference on Spatial Information Theory (COSIT\u201911), Belfast, Maine, USA."},{"key":"10_CR63","unstructured":"Meloni, W. (2012). Gamification in 2012: Trends in Consumer and Enterprise Markets, M2Research, Gamification Summit, San Francisco, http:\/\/www.slideshare.net\/wandameloni\/gamification-in-2012-trends-in-consumer-and-enterprise-markets-13453048"},{"key":"10_CR64","doi-asserted-by":"crossref","unstructured":"Montola, M., Nummenmaa, T., Lucero, A., Boberg, M., & Korhonen, H. (2009). Applying game achievement systems to enhance user experience in a photo sharing service. In Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era, ACM, Tampere, Finland, PP. 94\u201397.","DOI":"10.1145\/1621841.1621859"},{"key":"10_CR65","unstructured":"Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. In Proceedings of the Games + Learning\u00a0+\u00a0Society gls 8.0, Madison, WI, June 13\u201315, 2012."},{"key":"10_CR66","doi-asserted-by":"publisher","first-page":"48","DOI":"10.1007\/978-3-540-77006-0_6","volume-title":"Persuasive technology","author":"S Niebuhr","year":"2007","unstructured":"Niebuhr, S., & Kerkow, D. (2007). Captivating patterns\u2014a first validation. In Y. De Kort, W. Ijsselsteijn, C. Midden, B. Eggen, & B. Fogg (Eds.), Persuasive technology (pp. 48\u201354). Berlin\/Heidelberg: Springer."},{"key":"10_CR67","doi-asserted-by":"publisher","first-page":"301","DOI":"10.1007\/s10676-013-9315-4","volume":"15","author":"C Paris","year":"2013","unstructured":"Paris, C., Colineau, N., Nepal, S., Bista, S. K., & Beschorner, G. (2013). Ethical considerations in an online community: The balancing act. Ethics and Information Technology, 15, 301\u2013316.","journal-title":"Ethics and Information Technology"},{"key":"10_CR68","unstructured":"Pelling, N. (2011). The (short) prehistory of gamification. In Funding Startups (& other impossibilities), http:\/\/nanodome.wordpress.com\/2011\/08\/09\/the-short-prehistory-of-gamification\/"},{"key":"10_CR69","volume-title":"The game layer on top of the world","author":"S Priebatsch","year":"2010","unstructured":"Priebatsch, S. (2010). The game layer on top of the world. TED, Boston: TED Talks."},{"key":"10_CR70","volume-title":"Energize your business with social media games","author":"J Radoff","year":"2011","unstructured":"Radoff, J. (2011). Energize your business with social media games. Indianapolis, USA: Wiley Publishing Inc."},{"key":"10_CR71","volume-title":"Total engagement","author":"B Reeves","year":"2009","unstructured":"Reeves, B., & Read, J. L. (2009). Total engagement. USA: Harvard Business Press."},{"key":"10_CR72","unstructured":"Robertson, M. (2010). Can\u2019t play, won\u2019t play. In Hide and seek inventing new kinds of play, http:\/\/hideandseek.net\/2010\/10\/06\/cant-play-wont-play\/"},{"key":"10_CR73","unstructured":"Shapley, L. S., & Shubik, M. (1974). Game theory in economics.Game Theory in Economics: Chapter 4, Preferences and Utility. Santa Monica, CA: RAND Corporation, 1974. http:\/\/www.rand.org\/pubs\/reports\/R0904z4 ."},{"key":"10_CR74","doi-asserted-by":"publisher","first-page":"492","DOI":"10.3390\/ijerph6020492","volume":"6","author":"M Swan","year":"2009","unstructured":"Swan, M. (2009). Emerging patient-driven health care models: An examination of health social networks, consumer personalized medicine and quantified self-tracking. International Journal of Environmental Research and Public Health, 6, 492\u2013525.","journal-title":"International Journal of Environmental Research and Public Health"},{"key":"10_CR75","unstructured":"Takahashi, D. (2008). Funware\u2019s threat to the traditional video game industry, VB, http:\/\/venturebeat.com\/"},{"key":"10_CR76","unstructured":"Takahashi, D. (2010). Website builder DevHub gets users hooked by \u201cgamifying\u201d its service, Venture Beat VB, http:\/\/venturebeat.com"},{"key":"10_CR77","doi-asserted-by":"crossref","unstructured":"Thom, J., Millen, D., & Dimicco, J. (2012). Removing gamification from an enterprise SNS. In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work, ACM, Seattle, WA, USA, pp. 1067\u20131070.","DOI":"10.1145\/2145204.2145362"},{"key":"10_CR78","doi-asserted-by":"publisher","first-page":"15","DOI":"10.2307\/1991374","volume":"1","author":"J Tobin","year":"1969","unstructured":"Tobin, J. (1969). A general equilibrium approach to monetary theory. Journal of Money, Credit and Banking, 1, 15\u201329.","journal-title":"Journal of Money, Credit and Banking"},{"key":"10_CR79","doi-asserted-by":"publisher","first-page":"294","DOI":"10.1108\/07363760310483676","volume":"20","author":"MD Uncles","year":"2003","unstructured":"Uncles, M. D., Dowling, G. R., & Hammond, K. (2003). Customer loyalty and customer loyalty programs. Emerald Journal of Consumer Marketing, 20, 294\u2013316.","journal-title":"Emerald Journal of Consumer Marketing"},{"key":"10_CR80","unstructured":"Werbach, K. (2014). Gamification. In Gamification, Coursera, Coursera, https:\/\/www.coursera.org\/course\/gamification"},{"key":"10_CR81","unstructured":"Wikipedia. (2014). Frequent-flyer program, Wikimedia Foundation, http:\/\/en.wikipedia.org\/wiki\/Frequent-flyer_program"},{"key":"10_CR82","unstructured":"Witt, M., Scheiner, C., & Robra-Bissantz, S. (2011). Gamification of online idea competitions: Insights from an explorative case. In Proceedings of the Informatik schafft Communities, Berlin, Lecture Notes in Informatics, Band, p. 192."},{"key":"10_CR83","unstructured":"Wu, M. (2011). The magic potion of game dynamics, Lithium Science of Social Blog, http:\/\/lithosphere.lithium.com\/t5\/Building-Community-the-Platform\/The-Magic-Potion-of-Game-Dynamics\/ba-p\/19260"},{"key":"10_CR84","unstructured":"Xu, Y. (2011). Literature review on web application gamification and analytics. In CSDL Technical Report, University of Hawaii, Honolulu, http:\/\/csdl.ics.hawaii.edu\/techreports\/11-05\/11-05.pdf"},{"key":"10_CR85","doi-asserted-by":"publisher","first-page":"111","DOI":"10.1016\/S0165-0114(97)00077-8","volume":"90","author":"LA Zadeh","year":"1997","unstructured":"Zadeh, L. A. (1997). Toward a theory of fuzzy information granulation and its centrality in human reasoning and fuzzy logic. Fuzzy Sets and Systems, 90, 111\u2013127.","journal-title":"Fuzzy Sets and Systems"},{"key":"10_CR86","doi-asserted-by":"publisher","first-page":"269","DOI":"10.1126\/science.149.3681.269","volume":"149","author":"RB Zajonc","year":"1965","unstructured":"Zajonc, R. B. (1965). Social facilitation. Science, 149, 269\u2013274.","journal-title":"Science"},{"key":"10_CR87","volume-title":"Game based marketing: Inspire customer loyalty through rewards, challenges, and contests","author":"G Zichermann","year":"2010","unstructured":"Zichermann, G. (2010). Game based marketing: Inspire customer loyalty through rewards, challenges, and contests. New Jersey, USA: Wiley."},{"key":"10_CR88","volume-title":"Gamification by design: Implementing game mechanics in web and mobile apps","author":"G Zichermann","year":"2011","unstructured":"Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Canada: O\u2019Reilly."}],"container-title":["Social Media for Government Services"],"original-title":[],"language":"en","link":[{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-319-27237-5_10","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2020,9,13]],"date-time":"2020-09-13T07:19:19Z","timestamp":1599981559000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/978-3-319-27237-5_10"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2015]]},"ISBN":["9783319272351","9783319272375"],"references-count":88,"URL":"https:\/\/doi.org\/10.1007\/978-3-319-27237-5_10","relation":{},"subject":[],"published":{"date-parts":[[2015]]}}}