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

机译:在实现数字中断器中的游戏提供的可供选择:对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:数字中断是指实现数字技术的变化,以更好地满足客户需求,并提高学术人员。然而,实现了数字中断的方式仍然相对较低。本研究探讨了游戏能力在实现数字中断方面的承受。我们在移动应用平台和应用程序,Gocatch上提供了一个探索性案例研究和定性分析。 Gocatch被广泛被认为是出租车行业的数字干扰。从我们的实证调查中,我们发现Gocatch通过情境和艺术的可供选择来实现数字中断。本研究阐明了在移动商务业务中的数字生态系统和价值创建中关键参与者之间的游戏的定位动机能力之间的关系。调查的调查结果为一个模型提供了一个模型的经验前提,说明了游戏化在数字中断中的作用。

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