What if every part of our everyday life was turned into a game? The implications of qgamification.qIn online communities, users communicate with each other to help solve problems, assist fellow community members, and develop new products and services (Franke and Shah 2003; Dahlander and Wallin 2006; Von Hippel 2007; West and Lakhani 2008). ... For example, electric car enthusiasts, working in communities, found ways to modify the early Toyota Prius, turning it into an all- electric vehicle, anbsp;...
|Title||:||The Gameful World|
|Author||:||Steffen P. Walz, Sebastian Deterding|
|Publisher||:||MIT Press - 2015-01-23|