Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/105062
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dc.contributorSchool of Design-
dc.creatorGera, K-
dc.creatorHasdell, P-
dc.date.accessioned2024-04-03T01:46:02Z-
dc.date.available2024-04-03T01:46:02Z-
dc.identifier.isbn978-3-030-20440-2 (Softcover)-
dc.identifier.isbn978-3-030-20441-9 (eBook)-
dc.identifier.issn2194-5357-
dc.identifier.urihttp://hdl.handle.net/10397/105062-
dc.descriptionAHFE 2019 International Conference on Affective and Pleasurable Design, July 24-28, 2019, Washington D.C., USAen_US
dc.language.isoenen_US
dc.publisherSpringeren_US
dc.rights© Springer Nature Switzerland AG 2020en_US
dc.rightsThis version of the proceeding paper has been accepted for publication, after peer review (when applicable) and is subject to Springer Nature’s AM terms of use (https://www.springernature.com/gp/open-research/policies/accepted-manuscript-terms), but is not the Version of Record and does not reflect post-acceptance improvements, or any corrections. The Version of Record is available online at: http://dx.doi.org/10.1007/978-3-030-20441-9_25.en_US
dc.subjectAirbnben_US
dc.subjectGame elementsen_US
dc.subjectGamificationen_US
dc.subjectMotivationen_US
dc.subjectSharing economyen_US
dc.titleGamified sharing economy : the role of game elements in sharing economyen_US
dc.typeConference Paperen_US
dc.identifier.spage232-
dc.identifier.epage242-
dc.identifier.volume952-
dc.identifier.doi10.1007/978-3-030-20441-9_25-
dcterms.abstractSharing economy platforms are incorporating gamification as a strategy to encourage people to participate in it, i.e., to offer their idle goods/services/space through their sharing platforms or provide access to such products/services offered by others. ‘Critical mass’ is one of the underlying key principles that is responsible for the success of sharing economy platforms. That means it requires people to participate and engage in it. This paper investigates the role of gamification in sharing economy platforms that aim towards encouraging people to participate in it as hosts. By investigating Airbnb as a case, the study intends to understand the role played by game elements in engaging and motivating the hosts for sustained participation. The findings from this research would offer some essential touchpoints for using gamification in sharing economy platforms to encourage people to participate in it by offering their underutilized products, services and other resources.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationAdvances in intelligent systems and computing, 2019, v. 952, p. 232-242-
dcterms.isPartOfAdvances in intelligent systems and computing-
dcterms.issued2019-
dc.identifier.scopus2-s2.0-85067297757-
dc.relation.conferenceInternational Conference on Applied Human Factors and Ergonomics [AHFE]-
dc.description.validate202403 bckw-
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumberSD-0102en_US
dc.description.fundingSourceSelf-fundeden_US
dc.description.pubStatusPublisheden_US
dc.identifier.OPUS21302402en_US
dc.description.oaCategoryGreen (AAM)en_US
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