Abstract
Consumer and enterprise applications are often perceived as the opposites in user-experience spectrum. One seemed serious, complex, and dull, while the other seemed fun, simple, and visually stimulating. Through gamification, these differences in perception can change, and the line between consumer and enterprise applications can be blurred. Some may think that applying the gamification concept to enterprise application is much harder than applying it to consumer application where the limitations are not as prominent. Thus, some may have already given up before they started. When analyzed closely based on our experience, these two types of application are quite similar. © 2013 Springer-Verlag Berlin Heidelberg.
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CITATION STYLE
Thianthai, T., & Zhou, B. (2013). Bridging the gap between consumer and enterprise applications through gamification. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8013 LNCS, pp. 602–607). Springer Verlag. https://doi.org/10.1007/978-3-642-39241-2_66
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