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The Use of Gamification and Its Impa...
~
University of St. Thomas (Minnesota).
The Use of Gamification and Its Impact on Crowdfunding Participation : = A Participatory Action Research.
紀錄類型:
書目-語言資料,手稿 : Monograph/item
正題名/作者:
The Use of Gamification and Its Impact on Crowdfunding Participation :/
其他題名:
A Participatory Action Research.
作者:
Styles, Nicholas C.
面頁冊數:
1 online resource (130 pages)
附註:
Source: Dissertation Abstracts International, Volume: 79-10(E), Section: A.
標題:
Entrepreneurship. -
電子資源:
click for full text (PQDT)
ISBN:
9780438032170
The Use of Gamification and Its Impact on Crowdfunding Participation : = A Participatory Action Research.
Styles, Nicholas C.
The Use of Gamification and Its Impact on Crowdfunding Participation :
A Participatory Action Research. - 1 online resource (130 pages)
Source: Dissertation Abstracts International, Volume: 79-10(E), Section: A.
Thesis (Ed.D.)--University of St. Thomas (Minnesota), 2018.
Includes bibliographical references
This action research study examined how the use of two gamification tools (CreatiCUBE and Children Story Time) can increase the interest of venture capitalists to invest in the start-up company that designed both tools. Data were collected through interviews and field notes using convenience sampling. The eight participants in this study were people who had previous knowledge of and supported the two projects. The initial findings revealed that participants and potential investors were inclining to support Children Story Time rather than CreatiCUBE. The flexible nature of action research allowed a refocus of the study on the latter gamification tool. Four themes emerged from the analysis of data: 1) participants had no particular interest in funding; 2) funding was a byproduct of market demand; 3) Children Story Time was a marketdisrupting tool; and 4) strategies emerged to secure venture capital investment. Three analytical theories shed light on the findings: Bourdieu's cultural capital theory and Csikszentmikalyi's flow and transactional leadership theories. Findings provide evidence that, to secure financial investment, startup entrepreneurs need to immerse in the cultural capital of their community and appeal to the support of close friends and family members to create a workable application, demonstrate the application has over 10,000 daily users, and hold a successful Kickstarter campaign.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2018
Mode of access: World Wide Web
ISBN: 9780438032170Subjects--Topical Terms:
559908
Entrepreneurship.
Index Terms--Genre/Form:
554714
Electronic books.
The Use of Gamification and Its Impact on Crowdfunding Participation : = A Participatory Action Research.
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Source: Dissertation Abstracts International, Volume: 79-10(E), Section: A.
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Adviser: Candace Chow.
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This action research study examined how the use of two gamification tools (CreatiCUBE and Children Story Time) can increase the interest of venture capitalists to invest in the start-up company that designed both tools. Data were collected through interviews and field notes using convenience sampling. The eight participants in this study were people who had previous knowledge of and supported the two projects. The initial findings revealed that participants and potential investors were inclining to support Children Story Time rather than CreatiCUBE. The flexible nature of action research allowed a refocus of the study on the latter gamification tool. Four themes emerged from the analysis of data: 1) participants had no particular interest in funding; 2) funding was a byproduct of market demand; 3) Children Story Time was a marketdisrupting tool; and 4) strategies emerged to secure venture capital investment. Three analytical theories shed light on the findings: Bourdieu's cultural capital theory and Csikszentmikalyi's flow and transactional leadership theories. Findings provide evidence that, to secure financial investment, startup entrepreneurs need to immerse in the cultural capital of their community and appeal to the support of close friends and family members to create a workable application, demonstrate the application has over 10,000 daily users, and hold a successful Kickstarter campaign.
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click for full text (PQDT)
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