TY - GEN
T1 - Rendezvous - A social web-based application for knowledge sharing and entertainment
AU - Chua, Alton Y.K.
AU - Balkunje, Radhika Shenoy
AU - Chang, Kuiyu
PY - 2012
Y1 - 2012
N2 - Web applications that offer entertainment rarely support knowledge sharing. Likewise, applications that are intended for knowledge sharing rarely offer entertainment. The intent of this paper is therefore to propose an idea that could coalesce knowledge sharing and entertainment within a Web application. Specifically, the objectives of this paper are twofold. One, as a part of a larger project, it seeks to introduce a conceptual prototype called Rendezvous, which serves as a knowledge sharing cum entertainment platform. Two, it seeks to perform a preliminary evaluation of Rendezvous by identifying factors that may drive behavioral intention to adopt. Additionally, it also seeks to solicit feedback on the general appeal of the prototype. The preliminary evaluation was carried out on a group of 38 participants through focus groups. Based on the results, the following findings can be culled. On the whole, the behavioral intention to adopt Rendezvous seems promising. Compelling factors that seemed to influence behavioral intention to adopt could be categorized into knowledge sharing motivators and gaming characteristics. The knowledge sharing motivators were found to be altruism, commitment to group, and social reputation. Three game characteristics that seemed to compel behavioral intention to adopt were rewards, feedback, and challenge.
AB - Web applications that offer entertainment rarely support knowledge sharing. Likewise, applications that are intended for knowledge sharing rarely offer entertainment. The intent of this paper is therefore to propose an idea that could coalesce knowledge sharing and entertainment within a Web application. Specifically, the objectives of this paper are twofold. One, as a part of a larger project, it seeks to introduce a conceptual prototype called Rendezvous, which serves as a knowledge sharing cum entertainment platform. Two, it seeks to perform a preliminary evaluation of Rendezvous by identifying factors that may drive behavioral intention to adopt. Additionally, it also seeks to solicit feedback on the general appeal of the prototype. The preliminary evaluation was carried out on a group of 38 participants through focus groups. Based on the results, the following findings can be culled. On the whole, the behavioral intention to adopt Rendezvous seems promising. Compelling factors that seemed to influence behavioral intention to adopt could be categorized into knowledge sharing motivators and gaming characteristics. The knowledge sharing motivators were found to be altruism, commitment to group, and social reputation. Three game characteristics that seemed to compel behavioral intention to adopt were rewards, feedback, and challenge.
KW - Entertainment
KW - Game
KW - Knowledge sharing
KW - Online communities
KW - Social web-based application
UR - http://www.scopus.com/inward/record.url?scp=84867443890&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84867443890&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:84867443890
SN - 9789881925114
T3 - Lecture Notes in Engineering and Computer Science
SP - 574
EP - 578
BT - International MultiConference of Engineers and Computer Scientists, IMECS 2012
PB - Newswood Limited
T2 - 2012 International MultiConference of Engineers and Computer Scientists, IMECS 2012
Y2 - 14 March 2012 through 16 March 2012
ER -