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Gamification, socialisation, or self-purpose Who is using the Swarm app and why

dc.contributor.authorHaldun Çolak
dc.contributor.authorTahsin Perçin Batum
dc.contributor.orcid0000-0003-4369-6063
dc.date.accessioned2026-05-20T10:02:17Z
dc.date.issued2025-01-01
dc.identifier.doi10.1504/ijmc.2025.147601
dc.identifier.endpage27
dc.identifier.issn1470-949X
dc.identifier.issue1
dc.identifier.openalexW4412915318
dc.identifier.startpage1
dc.identifier.urihttps://hdl.handle.net/11421/39242
dc.identifier.urihttps://doi.org/10.1504/ijmc.2025.147601
dc.identifier.volume26
dc.language.isoen
dc.relation.ispartofInternational Journal of Mobile Communications
dc.rightsrestrictedAccess
dc.subjectComputer science
dc.subjectPsychology
dc.subjectHuman–computer interaction
dc.subjectKnowledge management
dc.subject.sdg10
dc.titleGamification, socialisation, or self-purpose Who is using the Swarm app and why
dspace.entity.typePublication

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