UNDERSTANDING THE BLOCKCHAIN THROUGH A GAMIFIED EXPERIENCE: A CASE STUDY FROM AUSTRIA
2018
- 614Usage
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Metrics Details
- Usage614
- Downloads372
- Abstract Views242
Article Description
The Blockchain has evoked the interests of researchers and practitioners alike. Market studies predict that it has huge potential to disrupt existing economic structures and business processes, yet the complex technology behind it makes it hard for many people to grasp the basic functionality. Lacking are easy-to-use interfaces and playful applications which would allow for a simple Blockchain exploration. The project Play4Privacy (P4P) used the ancient Chinese board game Go to increase public understanding of the Blockchain. Individuals could join teams to jointly determine the moves of the stones, and tokens could be mined while playing the game. The respective moves of the stones were displayed on the wall of a public building. In this case study we use six qualitative interviews to summarize the anticipated and unanticipated findings of the project, which was not only intended to increase public awareness concerning Blockchain technology, but also toward privacy on the Internet. The results of this research project reveal several important managerial and behavioral obstacles that have to be overcome in order for Blockchain technology to reach widespread adoption.
Bibliographic Details
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