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Gamification study : Review and retrieval. / Kononova, Olga; Prokudin, Dmitry.

18th International Conference on WWW/Internet 2019. IADIS Press, 2019. p. 140-144.

Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › Research › peer-review

Harvard

Kononova, O & Prokudin, D 2019, Gamification study: Review and retrieval. in 18th International Conference on WWW/Internet 2019. IADIS Press, pp. 140-144, 18th International Conference on WWW/Internet 2019, Cagliari, Italy, 7/11/19.

APA

Kononova, O., & Prokudin, D. (2019). Gamification study: Review and retrieval. In 18th International Conference on WWW/Internet 2019 (pp. 140-144). IADIS Press.

Vancouver

Kononova O, Prokudin D. Gamification study: Review and retrieval. In 18th International Conference on WWW/Internet 2019. IADIS Press. 2019. p. 140-144

Author

Kononova, Olga ; Prokudin, Dmitry. / Gamification study : Review and retrieval. 18th International Conference on WWW/Internet 2019. IADIS Press, 2019. pp. 140-144

BibTeX

@inproceedings{a7be44c513d84cd7b14b8de5d70c8d0c,
title = "Gamification study: Review and retrieval",
abstract = "The digital transformations of the modern society often outstrip the processes of science transformation, forcing science to constantly improve both technologies and applied software. The phenomenon especially characterizes scientific studies in research areas such as the Digital Economy and the Smart City. In order to the urban environment becomes smarter, gamification technologies act as the motivational mechanisms, maintaining citizens' social activity and stimulating social growth. The purpose of the paper is an identification of development trends of gamification in the context of the sociocultural urban information space. Comparative analysis results of the publications' number, Russian scientific discourse about considered subject domains as well as its correspondence to the global trends are presented. The study has applied the synthetic method for the automated extraction and explication of contextual knowledge from an array of textual modality resources.",
keywords = "Context, Contextual Knowledge Explication, Full-Text and Multimodal Search, Gamification, Terminological Landscape",
author = "Olga Kononova and Dmitry Prokudin",
year = "2019",
language = "English",
isbn = "978-989-8533-94-4",
pages = "140--144",
booktitle = "18th International Conference on WWW/Internet 2019",
publisher = "IADIS Press",
address = "Taiwan, Province of China",
note = "18th International Conference on WWW/Internet 2019 ; Conference date: 07-11-2019 Through 09-11-2019",

}

RIS

TY - GEN

T1 - Gamification study

T2 - 18th International Conference on WWW/Internet 2019

AU - Kononova, Olga

AU - Prokudin, Dmitry

PY - 2019

Y1 - 2019

N2 - The digital transformations of the modern society often outstrip the processes of science transformation, forcing science to constantly improve both technologies and applied software. The phenomenon especially characterizes scientific studies in research areas such as the Digital Economy and the Smart City. In order to the urban environment becomes smarter, gamification technologies act as the motivational mechanisms, maintaining citizens' social activity and stimulating social growth. The purpose of the paper is an identification of development trends of gamification in the context of the sociocultural urban information space. Comparative analysis results of the publications' number, Russian scientific discourse about considered subject domains as well as its correspondence to the global trends are presented. The study has applied the synthetic method for the automated extraction and explication of contextual knowledge from an array of textual modality resources.

AB - The digital transformations of the modern society often outstrip the processes of science transformation, forcing science to constantly improve both technologies and applied software. The phenomenon especially characterizes scientific studies in research areas such as the Digital Economy and the Smart City. In order to the urban environment becomes smarter, gamification technologies act as the motivational mechanisms, maintaining citizens' social activity and stimulating social growth. The purpose of the paper is an identification of development trends of gamification in the context of the sociocultural urban information space. Comparative analysis results of the publications' number, Russian scientific discourse about considered subject domains as well as its correspondence to the global trends are presented. The study has applied the synthetic method for the automated extraction and explication of contextual knowledge from an array of textual modality resources.

KW - Context

KW - Contextual Knowledge Explication

KW - Full-Text and Multimodal Search

KW - Gamification

KW - Terminological Landscape

UR - http://www.scopus.com/inward/record.url?scp=85079091051&partnerID=8YFLogxK

M3 - Conference contribution

SN - 978-989-8533-94-4

SP - 140

EP - 144

BT - 18th International Conference on WWW/Internet 2019

PB - IADIS Press

Y2 - 7 November 2019 through 9 November 2019

ER -

ID: 48770237