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As the Internet has become a popular avenue for users to seek health-related information, the prevalence of online rumors represents a growing concern. If users trust and share bogus health information on the Internet, repurcussions could be serious. Therefore, this paper examines how users' intention to trust and share rumors vary as a function of three factors: length, sentiment of rumors, and presence...
Unlike the hard sciences, the study of humanities has not adequately leveraged on technologies such as mobile learning and serious games. Hence, this paper introduces SingaRacer, a mobile learning game to study humanities, specifically, history and culture. The ways in which users might perceive its prospect both as a game as well as an educational application was examined. For this purpose, SingaRacer...
Scholars increasingly seek to investigate differences between authentic and manipulative online reviews. A common line of research argues that authentic and manipulative reviews are distinguishable based on three textual characteristics, namely, comprehensibility, informativeness and writing style. Although recent studies have analyzed differences between authentic and manipulative reviews in terms...
The objective of this paper is to distinguish between authentic and fictitious user-generated hotel reviews. To achieve this objective, it adopts a two-step approach. The first seeks to classify authentic and fictitious reviews by leveraging on their possible textual differences. The second step attempts to identify the textual traits that are unique to authentic and fictitious reviews. For the purpose...
Although the prevalence of fake online reviews for products and services is deemed to have become an epidemic, little is known about the strategies used to write such bogus entries. Hence, this paper conducts an exploratory study to understand the process by which fake reviews are written. Participants were invited to write fake reviews for hotels in a research setting. Thereafter, they were asked...
This paper seeks to investigate how good answers and prompt answers can be obtained from community question answering sites (CQAs) on the basis of (1) where questions are asked, and (2) how questions are asked. To address the question of “Where to ask?”, six popular CQAs were investigated. They include three English sites, namely, Yahoo! Answers, WikiAnswers, and Answerbag, as well as three Chinese...
With the profusion of social media, users increasingly browse through hotel reviews posted in websites such as TripAdvisor.com or Expedia.com to make a booking. Concurrently, contributing deceptive reviews to unduly applaud hotels is fast becoming a well-established e-business malpractice. Therefore, analyzing differences between genuine and deceptive reviews has become a pressing issue. Though such...
Mobile Human Computer Games (HCGs) are applications that aim to generate useful computations as a byproduct of gameplay. As user participation in HCGs is critical for success, the game mechanics should engage users so that they remain motivated to contribute their time and effort. In this paper, we investigate user perceptions of engagement and information quality of a mobile HCG by comparing these...
Mobile social applications are becoming increasingly popular with a growing number of users turning to mobile devices for socializing, information sharing, retrieval or related activities, and/or gaming. The increased interest in the domain has resulted in numerous application prototypes being reported in the recent years that combine elements of socializing, gaming, and information related activities,...
This paper aims to study the influence of user-context on mobile information needs with the following two objectives. (1) To identify the role of user-context as a trigger for mobile information needs and (2) To examine how user-context can affect the fulfillment of information needs via mobile devices either as impediments, facilitators or both. Data collection methods involved a one week diary study...
We propose MARGE, a game which incorporates multiplayer, pervasive gaming elements into mobile content sharing. MARGE allows users to annotate real world locations with multimedia content, and concurrently, provide opportunities for play through creating and engaging interactive game elements, earning currency, and socializing. A study of MARGE was conducted. The results suggest the potential of the...
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