Evaluating game genres for tagging images
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Performance and perceptions of human computation games for image tagging
Proceedings of the 2011 ACM Symposium on Applied Computing
Proceedings of the 11th annual international ACM/IEEE joint conference on Digital libraries
Why do people share news in social media?
AMT'11 Proceedings of the 7th international conference on Active media technology
Perceptions, quality and motivational needs in image tagging human computation games
Journal of Information Science
Information Processing and Management: an International Journal
SPLASH: blending gaming and content sharing in a location-based mobile application
SocInfo'11 Proceedings of the Third international conference on Social informatics
Understanding playability and motivational needs in human computation games
ICADL'11 Proceedings of the 13th international conference on Asia-pacific digital libraries: for cultural heritage, knowledge dissemination, and future creation
Who, what, why: examining annotations in mobile content sharing games
ICADL'11 Proceedings of the 13th international conference on Asia-pacific digital libraries: for cultural heritage, knowledge dissemination, and future creation
News sharing in social media: The effect of gratifications and prior experience
Computers in Human Behavior
The mediating effect of website quality on Internet searching behavior
Computers in Human Behavior
Proceedings of the 12th ACM/IEEE-CS joint conference on Digital Libraries
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The confluence of mobile content sharing and pervasive gaming yields new opportunities for developing novel applications on mobile devices. Yet, studies on users' attitudes and behaviors related to mobile gaming, content-sharing, and retrieval activities (referred to simply as content sharing and gaming) have been lacking. For this reason, the objectives of this article are three-fold. One, it introduces Indagator, an application that incorporates multiplayer, pervasive gaming elements into mobile content-sharing activities. Two, it seeks to uncover the motivations for content sharing within a game-based environment. Three, it aims to identify types of users who are motivated to use Indagator for content sharing. Informed by the uses and gratifications paradigm, a survey was designed and administered to 203 undergraduate and graduate students from two large universities. The findings revealed that perceived gratification factors, such as information discovery, entertainment, information quality, socialization, and relationship maintenance, demographic variables, such as basic familiarity with features of mobile communication devices, and IT-related backgrounds were significant in predicting intention to use mobile sharing and gaming applications such as Indagator. However, age, gender, and the personal status gratification factor were nonsignificant predictors. This article concludes by presenting the implications, limitations, and future research directions. © 2010 Wiley Periodicals, Inc.