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Journal of the American Society for Information Science and Technology
Photo annotation on a camera phone
CHI '04 Extended Abstracts on Human Factors in Computing Systems
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CHI '05 Extended Abstracts on Human Factors in Computing Systems
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IEEE Pervasive Computing
New Directions in Human Information Behavior (Information Science and Knowledge Management)
New Directions in Human Information Behavior (Information Science and Knowledge Management)
Proceedings of the 12th international conference on Intelligent user interfaces
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Journal of the American Society for Information Science and Technology
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
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Proceedings of the 7th ACM conference on Designing interactive systems
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AIRWeb '08 Proceedings of the 4th international workshop on Adversarial information retrieval on the web
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Proceedings of the 14th international conference on Intelligent user interfaces
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ITNG '09 Proceedings of the 2009 Sixth International Conference on Information Technology: New Generations
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AMT '09 Proceedings of the 5th International Conference on Active Media Technology
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Proceedings of the 2010 ACM Symposium on Applied Computing
Journal of the American Society for Information Science and Technology
News sharing in social media: The effect of gratifications and prior experience
Computers in Human Behavior
Exploring mobile tablet training for road safety: A uses and gratifications perspective
Computers & Education
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Using the uses and gratifications (UnG) theory, this paper explores the gratification factors for which people contribute and retrieve mobile content. Through the deployment of MobiTOP, a mobile content sharing application, it was found that perceived gratification factors for mobile content contribution were different from those for mobile content retrieval. In particular, factors which had significant positive effects on content contribution stemmed from leisure/entertainment and easy access. Factors fuelling content retrieval included the efficient provision of information resources/services and the need for high quality information, both of which tend to be information-centric. Interestingly, gratification factors for mobile content contribution were also found to have significant effects on mobile content retrieval intention and vice versa. Specifically, the access gratification factor had a significant positive effect on content retrieval intention while the self-gratification factor for content contribution had a significant negative effect on content retrieval intention.