Factors Influencing the Bid‐Winning of Respondents in the Context of Crowdsourcing DOI Open Access

Yanjing Xu,

Yue Lu

Managerial and Decision Economics, Journal Year: 2024, Volume and Issue: unknown

Published: Nov. 3, 2024

ABSTRACT This article takes crowdsourcing as the research background, collects secondary data from Yipin Freelancer website, constructs panel of “respondent–date,” and uses framework elaboration likelihood model (ELM) to study key factors influencing bid‐winning probability respondents. The found that for central path, there is a nonlinear inverted U‐shaped relationship between respondents' success experience skill diversity probability. For peripheral path task settings, larger bonus, more bonus recipients, longer deadlines are beneficial respondents win bids successfully. Finally, this discusses theoretical practical significance research.

Language: Английский

How Location-Based Games Incentivize Moving About: A Study in the Context of Nature-Going DOI Creative Commons
Samuli Laato, Daniel Fernández Galeote, Ferran Altarriba Bertran

et al.

Proceedings of the ACM on Human-Computer Interaction, Journal Year: 2023, Volume and Issue: 7(CHI PLAY), P. 642 - 664

Published: Sept. 29, 2023

Location-based multiplayer games such as Pokémon GO are tied to real-world locations. Past research has demonstrated that, consequently, these influence where players move. In order explore what dynamics in incentivize travel specific places or areas, we engaged interviews with active players. We discovered 11 unique game dynamics, which could be positioned under three overarching themes: (1) the playing field, determined by placement of points interest, players' habitat and their surroundings; (2) player communities real life relationships, motivated directed playing; (3) coincidental motivational support, highlighted how location-based offer multi-layered motivation for to, engage with, Our study contributes fields gamified human mobility human-nature interaction elucidating playful technologies can when people

Language: Английский

Citations

13

Into the Unown: Improving location-based gamified crowdsourcing solutions for geo data gathering DOI Creative Commons
Samuli Laato, Thomas Tregel

Entertainment Computing, Journal Year: 2023, Volume and Issue: 46, P. 100575 - 100575

Published: April 29, 2023

Crowdsourcing has been recently successfully used to gather rich geo data in location-based games such as Pokémon GO. However, the academic literature demonstrated that selected crowdsourcing practices have led reinforcement of existing geographic biases, favouring areas and urban neighbourhoods over poor rural areas. In this work, we investigate through two studies whether these biases could be mitigated by improving platform (Study 1) supporting tasks with open map resources 2). As an outcome first study, derived 15 recommendations across six thematic for optimising processes. follow-up a proof-of-concept work potential computationally improve point interest coverage particularly developing countries areas, highlighted utilising services build decision support systems assisting evaluation crowdsourced content.

Language: Английский

Citations

11

How green social network affordances enhance pro‐environmental behaviour? DOI

K.S. Nivedhitha,

Palvi Pasricha,

G. Angelin Vilma

et al.

International Journal of Consumer Studies, Journal Year: 2024, Volume and Issue: 48(2)

Published: March 1, 2024

Abstract Though social media is considered to enhance environmentally conscious behaviour, there has not been sufficient investigation on the effects of specific affordances pertaining green networks (GSN). Also, mechanism by which these affect pro‐environmental behaviour (PEB) explored in depth. Addressing research gaps, this study first introduces three context‐specific GSN affordances, such as self‐identification, broadcasting, and endorsement. Further, drawing inspiration from influence theory Stimulus‐Organism‐Response framework, put forth a novel framework that explains varying conceptualized PEB through mediating collective intention. The also indicates perceived informational emotional values moderators accentuate indirect PEB. Adopting time‐lagged multi‐wave online survey design, 314 valid responses were obtained. results moderated mediation analysis reveal that: (1) intention partially mediates relationships between broadcasting PEB, endorsement PEB; (2) fully relationship self‐identification effect positively values. Interestingly, are both These findings offer significant implications for researchers practitioners who look out communities promote actual

Language: Английский

Citations

3

How online pro-environmental games affect users’ pro-environmental behavioural intentions? — Insights from Ant Forest DOI
Xi Hu,

Mingjun Li,

Miao Gu

et al.

Journal of Environmental Management, Journal Year: 2024, Volume and Issue: 368, P. 122182 - 122182

Published: Aug. 11, 2024

Language: Английский

Citations

3

The causes of electronic word of mouth on food sharing platforms: the perspective of knowledge sharing motivations DOI
Han-Yee Leong, Ren-Fang Chao, Tao Wu

et al.

British Food Journal, Journal Year: 2025, Volume and Issue: unknown

Published: Jan. 7, 2025

Purpose This study explores how egoism and altruism as knowledge sharing motivations influence consumers’ electronic word of mouth (eWOM) intentions on food platforms. It also investigates the interaction effect eWOM through attitude toward use (ATU). Design/methodology/approach A survey was conducted with 523 consumers who posted reviews Taiwan’s two leading The data were analyzed using structural equation modeling to examine relationships between motivations, ATU, intentions. Findings Egoism having a more substantial impact. Their further enhances positive relationship ATU Originality/value fills empirical gap by demonstrating highlights role intrinsic in shaping consumer behavior digital platforms offers insights for businesses aiming foster engagement.

Language: Английский

Citations

0

Can Gamification Foster Trust-Building in Human-Robot Collaboration? An Experiment in Virtual Reality DOI Creative Commons
Marc Riar,

Mareike Weber,

Jens Ebert

et al.

Information Systems Frontiers, Journal Year: 2025, Volume and Issue: unknown

Published: Jan. 13, 2025

Language: Английский

Citations

0

Designing engagement: Exploring affordances in freemium digital games DOI
H Park

Technology in Society, Journal Year: 2025, Volume and Issue: unknown, P. 102840 - 102840

Published: Feb. 1, 2025

Citations

0

Aligning Behavioral Assumptions Underlying Policy Instruments: A Principle for Designing Policy Mixes Targeting Behavioral Change DOI Open Access
Linsheng He, Yixin Dai, Yue Guo

et al.

Public Administration, Journal Year: 2025, Volume and Issue: unknown

Published: March 4, 2025

ABSTRACT In practice, multiple policy instruments are often combined to achieve complex goals. However, predicting whether mixes will have complementary or conflicting effects remains a theoretical challenge, especially in those aimed at changing individuals' cognition and behavior. We provide novel empirical insights into mix effectiveness by defining differentiating the behavioral assumptions embedded instruments, arguing that outcomes depend not only on within each instrument but also consistency of across instruments. conducted survey experiment Chinese city preparing build nuclear power plant (NPP; n = 417). After testing participants' acceptance NPP construction different scenarios (combining egoistic altruistic instruments), we found grounded consistent more effectively increased public acceptance. Thus, should be core principle when designing targeting change.

Language: Английский

Citations

0

Influence of narrative settings on learning success in virtual reality games – a case study with “Bridge of Knowledge VR” DOI Creative Commons
Katharina Jahn, Markus Suren, Christina Sanchez‐Stockhammer

et al.

Frontiers in Virtual Reality, Journal Year: 2025, Volume and Issue: 6

Published: March 10, 2025

Gamification has received increasing attention in research and practice. Although narrations as gamification design elements are frequently implemented into gamified systems, specific content- context-related of only scarcely addressed. In this study, we varied the content narration for a virtual reality learning system by addressing either self-oriented (finding treasure) or other-oriented (rescuing person) motivational orientation. Further, context using similar dissimilar setting compared to subsequent setting. The results 2 (motivation: vs. other-oriented) × (context: dissimilar) between-subjects experiment with control group show that an orientation contrast one increases intrinsic motivation germane cognitive load, although could not find evidence improving performance any independent variables. These imply implementing rescues serious games can be beneficial foster engagement language learners.

Language: Английский

Citations

0

When game design backfires: unintended consequences on psychological needs DOI
Ha Eun Park, Sheau Fen Yap

Behaviour and Information Technology, Journal Year: 2025, Volume and Issue: unknown, P. 1 - 16

Published: April 19, 2025

Language: Английский

Citations

0