Gamification of community policing: SpamCombat

Alton Y.K. Chua, Snehasish Banerjee

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

Abstract

The purpose of this paper is two-fold. First, it seeks to introduce the conceptual prototype of SpamCombat, a Web application that helps combat spam through gamification of community policing. Second, it attempts to evaluate SpamCombat by identifying factors that can potentially drive users' behavioral intention to adopt. A questionnaire seeking quantitative and qualitative responses was administered to 120 participants. The results indicate that behavioral intention to adopt SpamCombat is generally promising. Most participants appreciated the novelty of SpamCombat in supporting community policing to promote a spam-free cyber space. However, participants felt that using SpamCombat could be time-consuming.

Original languageEnglish
Title of host publicationActive Media Technology - 9th International Conference, AMT 2013, Proceedings
PublisherSpringer Verlag
Pages74-83
Number of pages10
ISBN (Print)9783319027494
DOIs
Publication statusPublished - 2013
Externally publishedYes
Event9th International Conference on Active Media Technology, AMT 2013 - Maebashi, Japan
Duration: Oct 29 2013Oct 31 2013

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume8210 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference9th International Conference on Active Media Technology, AMT 2013
Country/TerritoryJapan
CityMaebashi
Period10/29/1310/31/13

ASJC Scopus Subject Areas

  • Theoretical Computer Science
  • General Computer Science

Keywords

  • Behavioral intention
  • Community policing
  • Gamification
  • Spam

Fingerprint

Dive into the research topics of 'Gamification of community policing: SpamCombat'. Together they form a unique fingerprint.

Cite this