Humanitarian organisations provide invaluable work to improve the lives of individuals impacted by natural and anthropogenic hazards. While humanitarian organisations are highly knowledge intensive, they often fail to manage knowledge effectively. Providing adequate incentives to foster knowledge sharing on a knowledge management system is a challenge for many organisations. It is especially important in the humanitarian context where organisational efficiency leads to saving more lives. We argue that gamification (i.e., the integration of game-like features, such as points or badges in non-game systems) is a viable solution to address the lack of knowledge sharing often encountered. To do so, we embark on a design science journey with Doct...
: Social gamification systems have shown potential for promoting healthy lifestyles, but applying th...
Gamification typically refers to the use of game elements in a business context in order to change u...
International audienceThrough this chapter, the authors aim at describing Gamification—the use of ga...
Knowledge management is particularly important in humanitarian organization operating in situations ...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
Gamification refers to the use of game-design elements in a non-gaming context. The consulting compa...
Volunteered geographic information (VGI) offers a solution to inequalities in authoritative map data...
In the past decade, major humanitarian actors such as UNICEF, WFP and the Red Cross Red Crescent mov...
Gamification has previously demonstrated successful results when it comes to increasing the user ret...
To inspire users in an application, different types of triggers can exist and can come in many diffe...
This proceeding was published in International Scientific Conference on eLearning and Software for E...
This paper discusses gamification as an emerging area of research in medical health application deve...
Abstract This paper contrasts the user-centred design with the gamification design framework and pro...
Knowledge Management is a key component that can contribute to the success of an organization. Many ...
: Social gamification systems have shown potential for promoting healthy lifestyles, but applying th...
: Social gamification systems have shown potential for promoting healthy lifestyles, but applying th...
Gamification typically refers to the use of game elements in a business context in order to change u...
International audienceThrough this chapter, the authors aim at describing Gamification—the use of ga...
Knowledge management is particularly important in humanitarian organization operating in situations ...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
Gamification refers to the use of game-design elements in a non-gaming context. The consulting compa...
Volunteered geographic information (VGI) offers a solution to inequalities in authoritative map data...
In the past decade, major humanitarian actors such as UNICEF, WFP and the Red Cross Red Crescent mov...
Gamification has previously demonstrated successful results when it comes to increasing the user ret...
To inspire users in an application, different types of triggers can exist and can come in many diffe...
This proceeding was published in International Scientific Conference on eLearning and Software for E...
This paper discusses gamification as an emerging area of research in medical health application deve...
Abstract This paper contrasts the user-centred design with the gamification design framework and pro...
Knowledge Management is a key component that can contribute to the success of an organization. Many ...
: Social gamification systems have shown potential for promoting healthy lifestyles, but applying th...
: Social gamification systems have shown potential for promoting healthy lifestyles, but applying th...
Gamification typically refers to the use of game elements in a business context in order to change u...
International audienceThrough this chapter, the authors aim at describing Gamification—the use of ga...