Who, what, why: Examining annotations in mobile content sharing games

Dion Hoe Lian Goh*, Chei Sian Lee, Guanghao Low

*Corresponding author for this work

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

3 Citations (Scopus)

Abstract

Recently, mobile content sharing applications incorporating gaming features have attracted much interest. This paper investigates motivations for using these games. We used the TAG framework to analyze motivations based on the recipients of the content, the type of content created, and the goals behind content creation. Participants maintained a one week long diary, and selected participants were called for an in-depth interview. Results suggest that motivations for creating content include knowledge creation, self-expression, creation/maintenance of social relationships, self-presentation, competition and achievement. Additionally, we found that games and mobile content sharing are mutually reinforcing. Implications of our work are also discussed.

Original languageEnglish
Title of host publicationDigital Libraries
Subtitle of host publicationFor Cultural Heritage, Knowledge Dissemination, and Future Creation - 13th International Conference on Asia-Pacific Digital Libraries, ICADL 2011, Proceedings
Pages247-256
Number of pages10
DOIs
Publication statusPublished - 2011
Externally publishedYes
Event13th International Conference on Asia-Pacific Digital Libraries, ICADL 2011 - Beijing, China
Duration: Oct 24 2011Oct 27 2011

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume7008 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference13th International Conference on Asia-Pacific Digital Libraries, ICADL 2011
Country/TerritoryChina
CityBeijing
Period10/24/1110/27/11

ASJC Scopus Subject Areas

  • Theoretical Computer Science
  • General Computer Science

Keywords

  • games
  • Mobile content sharing
  • motivations
  • user study

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