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Purpose: The purpose of this paper is to explore user-centered design possibilities at the intersection of gamification and persuasive technology to foster energy saving behavior. Design/methodology/approach: We performed a large-scale empirical study of 480 participants and analyzed how...
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Propelled by digitalisation, crowd knowledge (CK) has gained popularity alongside a plurality of related crowd-based concepts (crowdsourcing, wisdom of crowds and collective intelligence), resulting in an inconsistent understanding of the terms and their application. Based on a structured...
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Blockchains, a disruptive technology with potentially many applications in modern-day supply chain (SC) transactions, have not been adequately reflected by theory. Researchers and business managers must understand where and when blockchains’ application may be expected and investigated. The...
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