Skip to main content

Marketplace-Driven, Game-Changing IT Games to Address Complex, Costly Community Problems

  • Chapter
  • First Online:
Digital Marketplaces Unleashed

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 69.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 89.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 119.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. World Health Organization WHO Mosquito control: can it stop Zika at source? |Update 17 February 2016. http://www.who.int/emergencies/zika-virus/articles/mosquito-control/en/ Available at. Accessed Oct 22, 2016.

    Google Scholar 

  2. UNEP / UN-Habitat “Sick water? The central role of wastewater management in sustainable development”. Available at http://www.grida.no/publications/rr/sickwater/. Acessed 22 Oct 2016.

  3. D. J. Kuss, Internet gaming addiction: current perspectives, Psychology Research and Behavior Management, 2013; 6: 125–137. DovePress. Published online 2013 Nov 14. DOI: 10.2147/PRBM.S39476

    Google Scholar 

  4. Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In The 6th International Conference on Virtual Learning ICVL 2012 (pp. 323–329)

    Google Scholar 

  5. M. Kosonen et al., “User motivations and knowledge sharing in idea crowdsourcing.” International Journal of Innovation Management, 2014; v18, n5: 6-18.

    Google Scholar 

  6. Seeclickfix. Seeclickfix: Better Communication, Stronger Communities. Available at http://en.seeclickfix.com/ Acessed 22 Oct 2016, 2016, New Haven.

    Google Scholar 

  7. Trashout. Trashout: localization of illegal dumps. Available at https://www.trashout.ngo//?ref=trashout.me. Accessed 22 Oct 2016. 2016. Prague

    Google Scholar 

  8. Gibbs, M., Designing Incentive Plans: New Insight from Academic Research, World at Work Journal, Fourth Quarter 2012, 29-47.

    MathSciNet  Google Scholar 

  9. K. Song et al., Game Theoretical Analysis on Cooperation Stability and Incentive Effectiveness in Community Networks. 11(2): e0148688., 2016.

    Article  Google Scholar 

  10. J. Chandler et al., Risks and Rewards of Crowdsourcing Marketplaces, February 4, 2014, Handbook of Human Computation, pp. 377-392, Springer, New York, USA.

    Google Scholar 

  11. U. Gneezy et al., When and Why Incentives (Don’t) Work to Modify Behavior, JEP, Fall 2011, V 25, N 4; 191–210.

    Google Scholar 

  12. H. Yu, “Building Robust Crowdsourcing Systems with Reputation-aware Decision Support Techniques,” Available at https://arxiv.org/ftp/arxiv/papers/1502/1502.02106.pdf., Acessed 22 Oct 2016.

    Google Scholar 

  13. M. H. Nguyen and D. Q. Tran, A Trust-based Mechanism for Avoiding Liars in Referring of Reputation in Multiagent System, International Journal of Advanced Research in Artificial Intelligence, 2015 Vol.4, No.2; 28-36.

    Google Scholar 

  14. W.T. Luke Teacy et al., An efficient and versatile approach to trust and reputation using hierarchical Bayesian modelling, 2012, Artificial Intelligence 193; 149–185.

    Article  MATH  MathSciNet  Google Scholar 

  15. J. Y. Geronimo, Crowdsourcing dengue alert. Available at www.rappler.com/nation/31760-nationwide-dengue-vector-surveillance. Accessed 14 11 2016. 2016.

    Google Scholar 

  16. IBM, Sistema Agua Viva. Available at http://agua-viva.org. Accessed 17 Oct 2016. New York. 2016.

    Google Scholar 

  17. Larman, Craig. Agile and Iterative Development: A Manager’s Guide. Addison-Wesley. p. 27. ISBN 978-0-13-111155-4. 2004. New York.

    Google Scholar 

  18. M. Litwin, How to Measure Survey Reliability and Validity, Sage Publications, 96 pp. 1995. Los Angeles.

    Book  Google Scholar 

  19. Federal University of Campina Grande. CompCult - Atelier de Computação e Cultura da UFCG, Available at www.compcult.net. Accessed at 22 Oct 2016. 2016. Campina Grande.

    Google Scholar 

Further Reading

  1. G. Coulouris, J. Dollimore and T. Kindberg, “Distributed Systems – Concepts and Design,” Amsterdam: Addison-Wesley Longman, 2005.

    MATH  Google Scholar 

  2. R. Buettner, “A Systematic Literature Review of Crowdsourcing Research from a Human Resource Management Perspective.,” Proceedings of HICSS-48., Bd. DOI: 10.13140/2.1.2061.1845., Nr. DOI: 10.13140/2.1.2061.1845., p. DOI: 10.13140/2.1.2061.1845., January 2015.

    Google Scholar 

  3. A. Doan et al., “Crowdsourcing Systems on the World-Wide Web,” CACM, Bd. 54, Nr. 4, pp. 86–96, 2011.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to J. Antão B. Moura .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer-Verlag GmbH Germany

About this chapter

Cite this chapter

Moura, J.A.B., de Barros, M.A., Oliveira, R.P. (2018). Marketplace-Driven, Game-Changing IT Games to Address Complex, Costly Community Problems. In: Linnhoff-Popien, C., Schneider, R., Zaddach, M. (eds) Digital Marketplaces Unleashed. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-662-49275-8_21

Download citation

  • DOI: https://doi.org/10.1007/978-3-662-49275-8_21

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-662-49274-1

  • Online ISBN: 978-3-662-49275-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics