A Model Based on Gamification inthe Context of Social Networks in Order to Understand People's Thinking:The Case Study of Internet Taxis in Iran

Message:
Article Type:
Case Study (دارای رتبه معتبر)
Abstract:
Purpose

Collecting data from users using conventional traditional methods, in order to achieve a specific purpose, is often expensive, time-consuming, and accompanied by disadvantages affecting the research results, the aim of the current research is to provide a model based on gamification in order to obtain the way of thinking of people through a case study of internet taxi applications in Iran (Snapp, Tapsi, and Carpino).

Method

Research is applied in terms of aim and descriptive in terms of nature. Data collection was done by a researcher-made questionnaire, whose validity and reliability were confirmed based on expert opinion and Cronbach's alpha coefficient. The statistical population was all the users of the mentioned applications and members of Telegram, which was 180 people as a statistical sample.

Findings

Comparing the results to determine the popularity of brands in the two methods was almost the same, in addition, the cost and time of using the proposed method was significantly less and the percentage of audience participation was higher.

Conclusion

By presenting the proposed framework, the limitations of common data collection methods were removed and more accurate and higher quality data were used to understand people's thinking, it is also possible to use this method for all researchers.

Language:
Persian
Published:
Journal of Sciences and Techniques of Information Management, Volume:9 Issue: 2, 2023
Pages:
241 to 264
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