2010
DOI: 10.1002/asi.21305
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Indagator: Investigating perceived gratifications of an application that blends mobile content sharing with gameplay

Abstract: 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 simply as content sharing and gaming) have been lacking. For this reason, the objectives of this paper are three-fold. One, it introduces Indagator, an application which incorporates multiplayer, pervasive gaming elements into mobile content sharing a… Show more

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Cited by 104 publications
(108 citation statements)
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References 68 publications
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“…This finding is consistent with the literature. Studies on other social media and content sharing sites have found that seeking and obtaining entertainment were a strong motivating factor for participants [21,22,23,29,31]. However, the Lee, Ma & Goh [14] did not find that entertainment was a motivating factor for news sharing specifically.…”
Section: Motivational Factorsmentioning
confidence: 91%
“…This finding is consistent with the literature. Studies on other social media and content sharing sites have found that seeking and obtaining entertainment were a strong motivating factor for participants [21,22,23,29,31]. However, the Lee, Ma & Goh [14] did not find that entertainment was a motivating factor for news sharing specifically.…”
Section: Motivational Factorsmentioning
confidence: 91%
“…Their conclusions suggested that Chinese youth did not exhibit a strong impulse to upgrade their mobile phones, were not uniformly interested in new functions and features, and did not seek status and fashion gratification from their mobile phones. A second study was conducted among students at two large universities in Singapore (Lee et al, 2010). This study identified perceived gratification factors that significantly predicted intention to use Indagator, an application that incorporates multiplayer, pervasive gaming elements into mobile content-sharing activities.…”
Section: Literature Reviewmentioning
confidence: 99%
“…However, some reports have suggested that not all the game elements are universally compatible with all users (Lee, Goh, Chua, & Ang, 2010). Following the development of the app, goCatch processed the available data in order to select which game elements it should use more frequently and to understand how those elements would affect the hailing process.…”
Section: It Took Us Quite a Long Time To Get The Initial Vision Out Tmentioning
confidence: 99%
“…This example shows how driver behavior changed due to the logic integrated in the platform, and many other drivers we spoke to echoed a similar reflection. goCatch rewarded drivers for desirable behavior (by gaining goPoints) and punished them for undesirable behavior (e.g., losing points for dropped bookings) (Lee et al, 2010;Santhanam, Sasidharan, & Webster, 2008). The goCatch support officer explained the competition among drivers:…”
Section: Consumer Transposition: Empowering Consumer With Technologymentioning
confidence: 99%