Computer Science
Gamification
100%
Knowledge Management
43%
Indigenous Community
20%
Knowledge Worker
14%
Knowledge-Sharing
13%
Case Study
10%
Behavioral Change
8%
Shared Understanding
8%
Technology Company
8%
Intended Purpose
8%
Sentiment Analysis
8%
Domain Expertise
8%
Public Discourse
8%
Perceived Benefit
8%
Mainstream Medium
8%
Situated Learning
8%
Influencing Factor
8%
Boundary Object
8%
Scholarly Work
8%
Green Technology
6%
Public Perception
5%
Emergency Event
5%
Hedonic Motivation
5%
Social Sciences
Gamification
95%
Knowledge Management
43%
COVID 19 Epidemic
20%
Energy Sector
12%
Research Report
8%
Communities-Of-Practice
8%
Developing Countries
8%
Transport
8%
Poverty Alleviation
8%
Fossil Fuel
8%
Household
8%
Price
8%
Social Responsibility
8%
Public Transport
8%
Credit
8%
Opinion Mining
8%
Net Zero
8%
Renewable Energy
8%
Discourse
8%
Sustainable Development Goals
8%
Knowledge Sharing
8%
Sustainable Development
5%
Indigenous Peoples
5%
Unstructured Interview
5%