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The Affordance of Gamification in Enabling a Digital Disruptor: A Case Study of the goCatch Taxi Booking App.

Felix Ter Chian TanBarney TanLesley Land
Published in: HICSS (2015)
Keyphrases
  • user experience
  • case study
  • user behavior
  • mobile applications
  • social networks
  • data sets
  • learning algorithm
  • image classification
  • third party
  • test bed
  • serious games
  • digital media