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With the development of the network, virtual economy is booming, but the absence of reverse exchange mechanism of virtual money restricts the virtual economy. In this paper, first we discuss the current situation and the negative effect resulted from the third-party platform on the profit of issuers and the virtual economy, then by analyzing the advantages and disadvantages of the existed reverse...
Does gamification work? This paper examines how Stack Overflow users behave when earning badges. A regression analysis of user activity logs shows users change their contribution amounts when earning some badges but not others. This paper adds new support to the growing literature that gamification works, but its efficacy is context-dependent. Alternative methods for motivating user contributions...
This paper briefly describes the five year [1] history of Free and Open Source Software course offerings and projects at RIT and how the Humanitarian focus of the student work built the foundation for the minor. It will then discuss the design of the minor, how the required courses lead to advanced électives via multiple paths, and how it and prepares students to become contributors and potential...
We propose a mixed logical and game theoretic framework for modeling decision making under the potential for deception. This framework is most appropriate for online communities in which a decision maker must act upon information being provided by various sources with various different motivations. We show that in the simple three-player game we propose there are always equilibria in pure strategies...
This research explores the connection between online consumption and online community participation activity. Using longitudinal data that contains detailed information about 4,475 online poker players' gaming activity and online community activity over 58 months, this paper finds that the general positive relationship between consumption and community activity is very strong at the level of the community,...
This study summarizes success factors of virtual worlds (VWs) examined in scientific studies. One success factor attracting users is that VWs comprise a critical mass of residents. The most popular social VW Second Life (SL) struggles to reach this criterion. Nevertheless, businesses put time and money into virtual representations. This research aims at revealing reasons for this effort by conducting...
This article described the meanings, functions, and models of property management, pointed out the problems of city community common property management in the current, analyzed the causes of the problems of property management, and proposed solutions to these problems.
The trust management mechanism based on seller coalition and consumer virtual community is discussed in this paper, which is verified valid by game theory. The seller tends to carry out an honest transaction because of the increased opportunity cost in the mechanism, and consumers feedback transaction information positively because of the identity of community and the pursuit of interests, which makes...
Games are often used as incentive based approaches in learning a foreign language. A common part of DVD based toolkits; for example, include vocabulary, sound clips of the target language, exercises for learners to record their own voice, and games. The games can be matching exercises involving sound, text and images. What is missing from such standalone tools are other active speakers. Chat rooms...
The ratio of 3G users among wireless subscribers reached 95 %, and the ratio of fiat-rate users reached approximately 50 % in Japan, in 2009. This creates an ideal mobile broadband environment for rich media services. Constraints and diversity as well as the speed of changes, represent the challenges in the development of mobile services. There are several different stage views of the mobile service...
Second Life is a computer mediated online virtual environment created by its residents or avatars in the form of 3D graphical representation. It is one of the latest innovations in information communication technology and has become a popular platform for communication, performing e-business and conducting numerous social activities and management practices. The real life people in the form of avatar...
The social networking website has been one of the most popular Internet websites in recent years. Lately social games such as "happy farm" drew a lot of attentions and accumulated millions of players in short period of time. The popularity of social games is changing the ecosystem of online games. Companies in this industry have to be concerned about the impact of it to keep their competitiveness...
The mobile Internet emerges and penetrates into every day life. The difference between the mobile Internet and the PC Internet is interesting. It is also important to capture the business model differences if any exists. The author focuses location-based game applications to highlight the mobile specific service development issues. The author proposes a framework model to position location-utilized...
Experience during e-commerce activities will greatly influence peoplepsilas buying behavior. In this paper, the key points of doing commerce over 3D virtual world are studied, a systematic method of designing e-commerce experience in 3D virtual world is designed which is named C2V (commerce to virtual worlds). A commerce scenario is decomposed into roles and scenes, and then captured by performative...
The mobile Internet is moving fast-forward into the mobile broadband era. This change is having a definite impact on mobile data service business models. The author presents several observations of the emerging mobile data services in Japan. The mobile business models are two key factors: transaction-oriented or community-oriented. The author highlights the service growth in community services with...
The development of network virtual money is a dynamic process from junior to senior, with issuance mechanism and money function evolving gradually. In this paper, virtual money is divided into five modes: original, primary, ameliorative, intermediate and advanced. The primary and the ameliorative virtual money do not have the full four money functions, is not a true sense of money. However, intermediate...
The present study focuses on the paths to improve brand identification through virtual community and emphasize the role of perceived usefulness and the participation. The rational is to provide tactics for practitioners to enhance their abilities to manage the virtual brand community. Results show differential effects among these relationships. Virtual brand community experience has a significant...
In Korea, information and communication infrastructure have grown dramatically under government's powerful drive. The number of Internet users has increased rapidly and many Internet businesses emerged in late 90's. However, after "dot-com bubble" burst in 2001, many dot-com companies folded and the feasibility of profit models was scrutinized. Of course, there are businesses that survived...
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