首页> 外文会议>Annual Hawaii International Conference on System Sciences >The Affordance of Gamification in Enabling a Digital Disruptor: A Case Study of the goCatch Taxi Booking App
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The Affordance of Gamification in Enabling a Digital Disruptor: A Case Study of the goCatch Taxi Booking App

机译:启用数字干扰器的游戏化能力:goCatch出租车预订应用程序的案例研究

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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, goCatch. goCatch is widely recognized as a digital disruptor in the taxi industry. From our empirical investigation, we find that goCatch 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.
机译:数字中断是指实施数字技术支持的更改,以更好地满足客户需求,并引起越来越多的学术关注。然而,实现数字破坏的方式仍然相对未被充分研究。这项研究考察了游戏化在实现数字化破坏方面的作用。我们将在移动应用程序平台和应用程序goCatch上进行探索性案例研究和定性分析。 goCatch被广泛认为是出租车行业的数字颠覆者。从我们的经验研究中,我们发现goCatch通过情境和人为因素提供的游戏化功能来实现数字化破坏。这项研究阐明了数字生态系统中主要参与者之间游戏化的动机激励能力与移动商务业务价值创造之间的关系。调查结果为模型说明数字化破坏中游戏化的作用提供了经验基础。

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