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Agon: an Acceptance Requirements Framework based on Gamification
Organizational Information Systems 2016-2017
17 May 2017, Trento - Italy
Luca Piras
University of Trento, Trento - Italy
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 2
Recap & Plan
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 3
▪ Main topics: Gamification and Acceptance
Requirements
▪ (2 hours) 15th May: Gamification
▪ (3 hours) 17th May: Acceptance Requirements
through Gamification Solutions
▪ (3 hours) 29th May: Tutorial as an experiment
Plan
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 4
▪ (2 hours) 15th May: Gamification
▪ (3 hours) 17th May: Acceptance
Requirements through Gamification
Solutions
▪ (3 hours) 29th May: Tutorial as an
experiment
Exam
Questions
Experience Questionnaire
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 5
▪ How to analysis and design a system maximizing
the probability that the user will accept and use it
▪ Acceptance:
o Acceptance Requirements Analysis -> Human Behavior,
Psychology, cognitive, Organizational Behavior factors and
strategies -> Acceptance Factors and Acceptance
Strategies
▪ Gamification:
o Gamification Analysis and Design: gamification concepts,
guidelines, best practices
What do we learn in this part of the course?
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 6
▪ (2 hours) 15th May -> Gamification:
o how to gamify a system
o gamification design: concepts, strategies and best
practices
▪ (3 hours) 17th May -> Acceptance Requirements:
o actually, there is even more than gamification ->
different solutions
o Acceptance Factors
o Acceptance Strategies
o Systematic Acceptance Requirements Analysis
What do we learn in this part of the course?
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 7
▪ (3 hours) 29th May -> Tutorial on Agon: an
Acceptance Requirements Framework
o Acceptance Requirements Elicitation and Analysis
o Operationalization by using Gamification
▪ Tutorial details:
o Case study -> simple system to gamify
o Acceptance Model
o Gamification Model
o Visio 2016
What do we learn in this part of the course?
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 8
Visio 2016 Instructions
▪ Go here: https://icts.unitn.it/microsoft-imagine; in the bottom of the page there is the link to
Microsoft Imagine where you can download Visio 2016
▪ You (as UniTn student) are affiliated with Microsoft and you can download Microsoft software
for free
▪ Try to login in the Microsoft Imagine website with your UniTn account. It could not work the
first time because, probably, your account needs to be activated by UniTn technicians in
relation to the Microsoft Imagine website.
▪ If you cannot login, ask the UniTn technicians to provide you with a Microsoft Imagine
account or enable your UniTn account. You can do this by opening a ticket in the OTRS
widget in MyUniTn (if the widget is not available, search it and add it in your dashboard).
▪ ATTENTION: UniTn technicians could answer you also with a delay of 1 week, therefore, do
this in advance in order to have Visio 2016 ready for the experiment of 29th May.
▪ When you are able to login in Microsoft Imagine download Visio 2016
▪ You will receive also a license key
▪ Install Visio 2016 and run it -> Enter in the software your license key -> DONE
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 9
▪ (Some/Most) (Crucial) system functionalities are to be accepted and used by
users -> accomplishment of system`s goals depends on users
▪ Strategical factors:
o User’s motivation
o Software Acceptance
▪ (Traditional) solutions:
o to improve usability
o to introduce more flexibility in the system, add more features
o …
▪ Innovative solutions (fun, surprise, achievement, socialization):
o Serious Games
o Game Metaphors
o Gamification
o …
Why OIS and [Acceptance + Gamification] ?
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 10
▪ Books:
o G. Zichermann and C. Cunningham,
Gamification by Design: Implementing
Game Mechanics in Web and Mobile
Apps. "O’Reilly", 2011.
o J. Schell, The Art of Game Design: A
book of lenses. CRC Press, 2014.
▪ References:
o Publications
o Links
Lecture Materials
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 11
▪ First part (theoretical):
o Agon: an Acceptance Requirements Framework
o The Systematic Acceptance Requirements Analysis
▪ Second part (practical):
o Demo on using Agon
o The Systematic Acceptance Requirements Analysis in
action
o The Doodle-Like Meeting Scheduler
This lecture
The Problem
Acceptance Requirements Framework: Agon
The Models
Systematic Acceptance Requirements Analysis
Conclusions
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 12
Outline
The Problem
Acceptance Requirements Framework: Agon
The Models
Systematic Acceptance Requirements Analysis
Conclusions
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 13
Outline
The Problem
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 14
Process A
• Machine
Process B
• Human
Process C
• Machine
The problem
Process D
• Machine
Process D
• Human
Process E
• Group
Process F
• Machine
Goal 1
Goal 2
▪ Success Factors:
o Acceptance
o Motivation
▪ Methodologies for analyzing and designing software systems
have to consider those new factors
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 15
▪ Software Engineering process:
o Expensive
o Long
o Many heterogeneous experts
o Risks (success not completely predictable and guaranteed before the
delivery)
▪ Success factors for Software Systems (above all, the ones depending on a
high involvement of the user -> task accomplishment ):
o Usage
o Participation
The Problem
Maximization
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 16
Doodle-like Meeting Scheduler Exemplar
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 17
Main Elements
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 18
▪ Success factors for Social Software Systems:
o Usage
o Participation
▪ Lacks in the Software Engineering Process (Acceptance Requirements):
o User Characterization
o Psychological factors
o Incentive Mechanisms
The Problem and the Solution
Acceptance
Requirements
Framework
Maximization
▪ Literature:
o Technology Acceptance [9]—[13]
o Domain-Specific Technology
Acceptance [1]—[4], [22]
▪ Distinction Points:
o Software (the user contribution is fundamental)
o Reference models
o Psychology Factors -> Gamification
o User Context Model and CDRs
o Acceptance Model
o Gamification, Serious Games, Game
Metaphors, Tangible Incentives, …
The Problem
Acceptance Requirements Framework: Agon
The Models
Systematic Acceptance Requirements Analysis
Conclusions
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 19
Outline
Acceptance Requirements Framework: Agon
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 20
▪ Agon (in Greek Αγων) means “game” or “competition”, as in Olympic Games
(Ολυμπιακοι Αγωνες)
Agon: An acceptance requirements framework
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 21
Agon: An acceptance requirements framework
The framework offers a metamodel
of acceptance requirements,
gamification solutions and the links
in-between
▪ Acceptance model – considers
psychological factors and how to
address them
▪ Tactical model – links
acceptance problems to
gamification solutions
▪ Gamification model – describes
gamification solutions along
multiple dimensions, e.g., user
profiles, gaming concepts, best
practices/guidelines
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 22
Agon: An acceptance requirements framework
▪ Framework characteristics:
o generic
o flexible
▪ Multiple solutions:
o Gamification
o Serious Games
o Tangible Incentives
o …
▪ Current focus:
Gamification
The Problem
Acceptance Requirements Framework: Agon
The Models
Systematic Acceptance Requirements Analysis
Conclusions
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 23
Outline
The Models
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 24
▪ https://pirasluca.wordpress.com/home/acceptance/
▪ Goal Modeling techniques (NFR Framework) [L. Chung, B. Nixon, E. Yu, and
J. Mylopoulos ‘12]
▪ Acceptance model – encompasses several models from the literature:
o Unified Theory of Acceptance and Use of Technology (UTAUT),
o the Technology Acceptance Model (TAM2),
o the Theory of Reasoned Action (TRA),
o the Theory of Planned Behavior (TPB),
o the Combined TAM and TPB (C-TAM-TPB),
o etc.
▪ Gamification model:
o point systems (i.e., experience, redeemable, skill, karma, reputation and
training points), badges, leader–boards, levels, paths, gamified training (i.e.,
suggestions, tricks, tours, tutorials, training paths), gamified market (i.e.,
rewards and market policies of redeeming, making gifts, purchasing), game
roles, powers, unlockable powers, etc.
o best practices/guidelines
Metamodels
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 25
▪ https://pirasluca.wordpress.com/home/acceptance/
▪ Tactical model:
captures alternative tactics for fulfilling acceptance requirements by using
gamification requirements; provides our framework with enough flexibility
to add alternative solution models (serious games model, tangible
incentives model, …)
▪ Context model - User Context Model and Context Dependant Rules:
critical user dimensions, adopted from the literature [6], [9], [17], [18], that
in the real life make difference in the way of people reacting to acceptance
and gamification techniques
Metamodels and the context model
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 26
Metamodels and the context model (2)
https://pirasluca.wordpress.com/home/acceptance/
▪ Statistics: 270 goals, 376 relationships (refinements,
operationalizations, positive/negative contributions, …)
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 27
An example
Instance
Layer
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 28
User Context Model
▪ Extension of the [Orsi and Tanca ‘11] notation and framework
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 29
User Context Model
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 30
User Context Model
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 31
User Context Model and Context Dependent Rules
▪ The kind of game offered greatly depends on the intended user group, e.g.,
young, technology-savvy users prefer very different games than elder
technology-adverse ones …
▪ We model context using an extension of the [Orsi and Tanca ‘11] framework.
In that framework, contexts are defined along several dimensions.
▪ Our extension consists of allowing dependency rules between different
context points
Example from the
acceptance model
Example from the
gamification model
The Problem
Acceptance Requirements Framework: Agon
The Models
Systematic Acceptance Requirements Analysis
Conclusions
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 32
Outline
Systematic Acceptance Requirements Analysis
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 33
Case study: using Agon, an Acceptance
Requirements Framework
System
Psychological Strategies
Incentive Mechanisms
Gamification
Model
User/Player Model
User Characterization
Gamified
System
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 34
▪ Base system requirements modeling
▪ Acceptance requirements elicitation and analysis
▪ Context characterization
▪ Context–based analysis of acceptance requirements
▪ Acceptance requirements refinement and selection of high-level
incentive mechanism requirements
▪ Context–based operationalization via incentive mechanism
(gamification) requirements
▪ Domain-dependent instantiation of incentive mechanism
(gamification) requirements
The Systematic Acceptance Requirements Analysis
Gamified Solution
https://pirasluca.wordpress.com/home/acceptance/
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 35
Base system requirements modeling
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 36
Initial Requirements Model (1)
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 37
Initial Requirements Model (2)
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 38
Acceptance requirements elicitation and
analysis
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 39
Acceptance Requirements
▪ We represent them as quality requirements [FengLinLi14].
▪ meaning that N% of intended users (Participants) shall use the set of
functions (Functions)
▪ To define acceptance requirements it is needed to identify, among all the
functions of the software, the ones that:
o cannot be fulfilled automatically just by IT procedures;
o need human contributions;
o the human has to be to stimulated, engaged to carry out the activity.
▪ Such a requirement can be operationalized by a gamification mechanism
to be selected by taking into account the intended users, the user context
and other parameters.
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 40
Acceptance Requirements for the case study
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 41
Context Characterization
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 42
Context Characterization
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 43
Context–based analysis of acceptance
requirements
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 44
Context–Based Reasoning over Acceptance
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 45
Context–Based Reasoning over Acceptance
▪ Examples:
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 46
Acceptance requirements refinement and
selection of high-level incentive mechanism
requirements
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 47
Requirements Selection
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 48
Context–based operationalization via
incentive mechanism (gamification)
requirements
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 49
Context–Based Reasoning over Gamification
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 50
Context–Based Reasoning over Gamification
▪ Examples:
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 51
Domain-dependent instantiation of incentive
mechanism (gamification) requirements
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 52
Gamified Operationalization
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 53
Gamified Operationalization
▪ Examples:
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 54
Gamified Operationalization
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 55
The Gamified Solution
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 56
The gamified meeting scheduler in a nutshell
▪ Acceptance Requirement:
▪ Main solution elements:
▪ Tour:
▪ Improve Perceived Ease of Use -> Improve System Perception by IT -> Provide
Tours
▪ Propose Tour Before Compiling
▪ Set Skip The Tour
▪ Badges
▪ First Compiling Badge
▪ Second Compiling Badge
▪ …
▪ Leader-board (First Doodle compilers LB)
▪ Redeemable points (Win 100 RP points)
▪ Gamified market (Real rewards; Redeemable policies)
▪ …
The Problem
Acceptance Requirements Framework: Agon
The Models
Systematic Acceptance Requirements Analysis
Conclusions
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 57
Outline
Conclusions
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 58
▪ On-going:
o Integration
o evaluation (PACAS European Project, Vision European
project, students, case studies from heterogeneous fields)
▪ Future work:
o Conclude the integration
o Development of a tool
o additional dimensions/characterizations
o alternative operationalizations for acceptance
requirements
o adaptive gamification solutions
On-going and Future work
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 59
▪ Publications:
▪ L. Piras, P. Giorgini, and J. Mylopoulos, “Acceptance
Requirements and their Gamification Solutions”, 24th IEEE
International Requirements Engineering Conference (RE),
IEEE, Beijing, 2016.
▪ L. Piras, E. Paja, R. Cuel, D. Ponte, P. Giorgini and J.
Mylopoulos, “Gamification Solutions for Software
Acceptance: A Comparative Study of Requirements
Engineering and Organizational Behavior Techniques”, in 11th
IEEE International Conference on Research Challenges in
Information Science (RCIS), IEEE, Brighton (UK), 2017.
▪ …
Publications
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 60
Master Theses
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 61
▪ Software Engineering, Formal Methods and Security Group
▪ Professors and Researchers: Paolo Giorgini, John Mylopoulos, Elda Paja, Mattia
Salnitri, Luca Piras, Marco Robol
▪ European Projects: PACAS (http://www.pacasproject.eu/), VISION
(http://www.visioneuproject.eu/), etc.
▪ Collaborations:
o Universities (Utrecht, Eindhoven, Brighton, etc.)
o Research Centers (FBK, Stiftelsen SINTEF Norwegian Research Centre, etc.)
o Companies (ATOS Spain SA, Deep Blue Srl, etc.)
▪ Master Theses:
o Software Engineering
o Requirements Engineering
Our Research Group, activities and Master Theses
Gamification
Acceptance
Requirements
Security
Privacy
Business
Processes
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 62
▪ 4 students
▪ Theses on Gamification of:
o A Decision-Making platform for Air Traffic Management (ATM) (PACAS
European Project http://www.pacasproject.eu/)
o Privacy Platform (VISION European Project http://www.visioneuproject.eu/)
o Mobility Platform
o Children Independent Mobility (CIM) Platform
▪ Other theses:
o other gamification case studies (reducing waste of energy, water consumption,
recycling, etc.)
o AGON-Tool Improvement (complete the cycle: Analysis, Design ->
Development)
o Modeling other operationalizations for acceptance requirements (Serious
Games, Game Methaphors, Tangible Incentives, Mechanism Design, Nudges,
Marketing, Advertisements, etc.)
o Modeling new gamification concepts, patterns, best practices
o …
Master ThesesGamification
Acceptance
Requirements
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 63
Tutorial and second part of the lecture
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 64
▪ (3 hours) 29th May: Tutorial as an experiment
▪ Requirements for the tutorial:
o Bring your laptop with Visio ready-to-use
o Visio 2016 -> best solution
o Visio 2013 -> Google Drive -> mails
o Linux Users? -> Visio installed in a Virtual Machine
▪ Second part of the lecture:
o Demo on using Agon
o The Systematic Acceptance Requirements Analysis
o The Doodle-Like Meeting Scheduler
Tutorial and second part of the lecture
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 65
1. J. Beer and L. Takayama, “Mobile Remote Presence Systems for Older Adults: Acceptance,
Benefits, and Concerns,” in Proc. of the 6th international conference on Human-robot
interaction. ACM, 2011.
2. K. Arning, B. Trevisan, M. Ziefle, and E. Jakobs, “Eliciting User Requirements and Acceptance
for Customizing Mobile Device System Architecture,” in Design, User Experience, and
Usability. Design Philosophy, Methods, and Tools. Springer, 2013, pp. 439–448.
3. F. Davis and V. Venkatesh, “Toward Preprototype User Acceptance Testing of New Information
Systems: Implications for Software Project Management,” IEEE Transactions on Engineering
Management, 2004.
4. R. Poston and A. Calvert, “Vision 2020: The Future of Software Quality Management and
Impacts on Global User Acceptance,” in HCI in Business. Springer, 2015, pp. 748–760.
5. M. Kaptein, P. Markopoulos, B. De Ruyter, and E. Aarts, “Personalizing Persuasive
Technologies: Explicit and Implicit Personalization Using Persuasion Profiles,” Intern. Journal
of Human-Computer Studies, 2015.
6. G. Zichermann and C. Cunningham, Gamification by Design: Implementing Game Mechanics
in Web and Mobile Apps. "O’Reilly", 2011.
7. J. Schell, The Art of Game Design: A book of lenses. CRC Press, 2014.
8. L. Piras, G. Valetto, A. Marconi, and M. Pistore, “Virtual Coaches for Mission-Based Gamified
Smart Communities,” in CHI-PLAY 2015 Workshop, Personalization in Serious and Persuasive
Games and Gamified Interactions. ACM, 2015.
References (1)
OIS 2016-2017 Agon: an Acceptance Requirements Framework Based on Gamification – [email protected] 66
9. V. Venkatesh, M. Morris, G. Davis, and F. Davis, “User Acceptance of Information Technology:
Toward a Unified View,” MIS quarterly, 2003.
10. V. Venkatesh and F. Davis, “A Theoretical Extension of the Technology Acceptance Model:
Four Longitudinal Field Studies,” Management science, vol. 46, no. 2, pp. 186–204, 2000.
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of Past Research with Recommendations for Modifications and Future Research,” Journal of
Cons. Research, 1988.
12. I. Ajzen, “The Theory of Planned Behavior,” Organizational Behavior and Human Decision
Processes, vol. 50, no. 2, pp. 179–211, 1991.
13. S. Taylor and P. Todd, “Assessing IT Usage: The Role of Prior Experience,” MIS quarterly, pp.
561–570, 1995.
14. J. Mylopoulos, L. Chung, and B. Nixon, “Representing and Using Nonfunctional Requirements:
A Process-Oriented Approach,” IEEE Transactions on Software Engineering, vol. 18, no. 6, pp.
483–497, 1992.
15. L. Chung, B. Nixon, E. Yu, and J. Mylopoulos, Non-Functional Requirements in Software
Engineering. Springer, 2012, vol. 5.
16. J. Hamari, “Do Badges Increase User Activity? A Field Experiment on the Effects of
Gamification,” Computers in Human Behavior, 2015.
17. J. Koivisto and J. Hamari, “Demographic Differences in Perceived Benefits from Gamification,”
Computers in Human Behavior, 2014.
References (2)
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18. R. Bartle, “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs,” Journal of MUD
Research, 1996.
19. G. Orsi and L. Tanca, “Context Modelling and Context-Aware Querying,” in Datalog Reloaded.
Springer, 2011, pp. 225–244.
20. L. Piras, P. Giorgini, and J. Mylopoulos. Full models of this work. [Online]. Available:
https://pirasluca.wordpress.com/home/acceptance/
21. R. Kazhamiakin, A. Marconi, M. Perillo, M. Pistore, G. Valetto, L. Piras, F. Avesani, and N.
Perri, “Using Gamification to Incentivize Sustainable Urban Mobility,” in 1st Intern. Smart Cities
Conf. (ISC2). IEEE, 2015.
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