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INTELLIVENT: A BUSINESS INTELLIGENCE PLATFORM FOR EVENT Page 88 of 93 MANAGEMENT USING GAMIFIED MOBILE APPLICATION AND QR CODE

Wilbert Adiputra REFERENCES

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Android (2019) Distribution Dashboard. Available at:

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252–271. doi: 10.1177/1094670511411703.

CNN Indonesia (2017) Industri MICE Makin Berkembang Pesat. Available at:

https://www.cnnindonesia.com/gaya-hidup/20170716151817-307-

228214/industri-mice-makin-berkembang-pesat (Accessed: 20 August 2012).

Davemorrissey (2018) Subsampling Scale Image View.

DENSO WAVE (2018) QR Code Development Story.

Deterding, S. et al. (2011) ‘Gamification: Using Game Design Elements in Non- Gaming Contexts’, {CHI} ’11 {Extended} {Abstracts} on {Human} {Factors} in {Computing} {Systems}, pp. 2425–2428. doi: 10.1145/1979742.1979575.

Digivents (2018) Digivents.

Eventbase (2018) Understanding the cost of mobile event apps.

Fitz-Walter, Z., Tjondronegoro, D. and Wyeth, P. (2011) ‘Orientation passport: using gamification to engage university students’, Proceedings of the 23rd Australian Computer-Human Interaction Conference, pp. 122–125. doi:

10.1145/2071536.2071554.

Hinderks, A., Schrepp, M. and Jos, F. (2019) ‘Developing a UX KPI based on the User Experience Questionnaire’. doi: 10.1016/j.csi.2019.01.007.

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INTELLIVENT: A BUSINESS INTELLIGENCE PLATFORM FOR EVENT Page 89 of 93 MANAGEMENT USING GAMIFIED MOBILE APPLICATION AND QR CODE

Wilbert Adiputra Hodgson, N. A. et al. (2008) ‘Visitor and Exhibitor Interaction at Industrial Trade

Fairs’, Consultant Pharmacist, 23(5), pp. 357–358. doi: 10.1016/0148- 2963(94)00012-4.

JCC (2019) JCC Room Capacity Chart. Available at:

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Mediatama Binakreasi (2017) Industri MICE di Indonesia semakin pesat, bagaimana untuk tahun 2017. Available at: http://mediatamabinakreasi.com/industri- mice-di-indonesia-semakin-pesat-bagaimana-untuk-tahun-2017/ (Accessed: 20 August 2012).

Oxford (2018) White Label Definition.

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Sandifer, C. (2003) ‘Technological novelty and open-endedness: Two characteristics of interactive exhibits that contribute to the holding of visitor attention in a science museum’, Journal of Research in Science Teaching, 40(2), pp. 121–

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Schrepp, M. (2019) ‘User Experience Questionnaire Handbook’, pp. 1–15.

Setyawan, H. (2018) ‘Daya Saing Destinasi MICE di Indonesia’, Jurnal Pariwisata Terapan, 2(1), pp. 26–32. doi: 10.1002/pssb.201200393.

Su, C. H. and Cheng, C. H. (2015) ‘A mobile gamification learning system for improving the learning motivation and achievements’, Journal of Computer

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INTELLIVENT: A BUSINESS INTELLIGENCE PLATFORM FOR EVENT Page 90 of 93 MANAGEMENT USING GAMIFIED MOBILE APPLICATION AND QR CODE

Wilbert Adiputra Assisted Learning, 31(3), pp. 268–286. doi: 10.1111/jcal.12088.

Ugo B, Ceipidor; Carlo M, Medaglia; Amedeo, Perrone; Maria De, M. G. (2009) ‘A Museum Mobile Game fo r Children Using QR-Codes’, Quantum, pp. 12–20.

Unictive Media (2018) Unictive Media, 2018.

Yu-Kai, C. (2019) Octalysis – the complete Gamification framework. Available at:

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