Yayın: Gamification, socialisation, or self-purpose Who is using the Swarm app and why
| dc.contributor.author | Haldun Çolak | |
| dc.contributor.author | Tahsin Perçin Batum | |
| dc.contributor.orcid | 0000-0003-4369-6063 | |
| dc.date.accessioned | 2026-05-20T10:02:17Z | |
| dc.date.issued | 2025-01-01 | |
| dc.identifier.doi | 10.1504/ijmc.2025.147601 | |
| dc.identifier.endpage | 27 | |
| dc.identifier.issn | 1470-949X | |
| dc.identifier.issue | 1 | |
| dc.identifier.openalex | W4412915318 | |
| dc.identifier.startpage | 1 | |
| dc.identifier.uri | https://hdl.handle.net/11421/39242 | |
| dc.identifier.uri | https://doi.org/10.1504/ijmc.2025.147601 | |
| dc.identifier.volume | 26 | |
| dc.language.iso | en | |
| dc.relation.ispartof | International Journal of Mobile Communications | |
| dc.rights | restrictedAccess | |
| dc.subject | Computer science | |
| dc.subject | Psychology | |
| dc.subject | Human–computer interaction | |
| dc.subject | Knowledge management | |
| dc.subject.sdg | 10 | |
| dc.title | Gamification, socialisation, or self-purpose Who is using the Swarm app and why | |
| dspace.entity.type | Publication |
