134,338 research outputs found

    Negative Effects of Incentivised Viral Campaigns for Activity in Social Networks

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    Viral campaigns are crucial methods for word-of-mouth marketing in social communities. The goal of these campaigns is to encourage people for activity. The problem of incentivised and non-incentivised campaigns is studied in the paper. Based on the data collected within the real social networking site both approaches were compared. The experimental results revealed that a highly motivated campaign not necessarily provides better results due to overlapping effect. Additional studies have shown that the behaviour of individual community members in the campaign based on their service profile can be predicted but the classification accuracy may be limited.Comment: In proceedings of the 2nd International Conference on Social Computing and its Applications, SCA 201

    Exploring social gambling: scoping, classification and evidence review

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    The aim of this report is to speculate on the level of concern we might have regarding consumer risk in relation to ‘social gambling.’ In doing so, this report is intended to help form the basis to initiate debate around a new and under-researched social issue; assist in setting a scientific research agenda; and, where appropriate, highlight concerns about any potential areas that need to be considered in terms of precautionary regulation. This report does not present a set of empirical research findings regarding ‘social gambling’ but rather gathers information to improve stakeholder understanding

    Childhoods and play: Facebook, exhibition and competition

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    L'objectif de ce document vise Ă  explorer les relations entre le jeu et les enfants dans le contexte contemporain. L'article considĂšre le jeu d'enfants comme pratique significative Ă  partir des nouvelles technologies de l'information et de la communication. Comme les enfants associent Facebook aux jeux, Facebook reprĂ©sente le point central de cet article. Nous traitons les jeux auxquels les enfants jouent, les articulations les plus appropriĂ©es entre les enfants, la socialisation et Facebook. Nous proposons d'entrer dans l'univers oĂč les enfants, les reprĂ©sentations, les mĂ©dias et les adultes entrent en relation. Nous analysons Facebook comme la plate-forme contemporaine la plus importante Ă  partir de laquelle la socialisation, l'exposition et la concurrence sont construites par les enfants.The objective of this paper is to explore the relationship between games, play and children in the contemporary context. The article begins with the consideration of children’s play as a meaningful practice focussing on new technologies of information and communication. Along the research, Facebook was identified as the most important place that children associated with games. That is why, the role that Facebook “plays” is one of the most important focusses of this paper: the uses that our informants report of the most used social network, the games they play and the most relevant articulations between children, socialization and Facebook. It is not our objective to analyse games thoroughly (we will analyse “Farmville” briefly), but to enter the universe in which children, representations, media and adults are related and intertwined. And in this path, we will analyse Facebook as the most important contemporary platform from which socialization, exhibition and competition are built by children as the main subjects of our research.Fil: Duek, Sara Carolina. Consejo Nacional de Investigaciones CientĂ­ficas y TĂ©cnicas; Argentina. Universidad de Buenos Aires; Argentina. UniversitĂ© Catholique de Louvain; BĂ©lgic

    New Media and the Quality of Life

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    We are currently in the middle of a revolution. This revolution, sometimes called the digital revolution, is the revolutionary transformation brought about in the information and communication structure of society by the advent of the digital computer, with most of the major transformations having taken place in the past thirty years. Digital computing technology has generated the mainframe and personal computer, the multimedia computer, and computer networks. It has also transformed the telephone system and the monetary system, it is transforming all kinds of conventional products ranging from washing machines to automobiles, and it is on its way to change television as well. More than ever, contemporary society is an Information Society, in which the importance of information and communication is much greater than in past societies, and of which technologies that facilitate information and communication processes are a central societal feature. In this paper, I want to evaluate the implications of contemporary information and communication media for the quality of life, including both the new media from the digital revolution and the older media that still remain in use. My evaluation of contemporary media will proceed in three parts. In the section to follow, the benefits of contemporary media will be discussed, with special emphasis given to their immediate functional benefits. The section thereafter is devoted to a discussion of four potential threats posed by contemporary media. In a final major section, I look at the future of digital media and the possibilities available to us in shaping that future. A short concluding section ends the paper

    Children's Health: Evaluating the Impact of Digital Technology. Final Report for Sunderland City Council.

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    EXECUTIVE SUMMARY The Children’s Health project sponsored by the City of Sunderland Digital Challenge project examined the impact of providing health-focused digital technologies to children aged 11-15 years, in terms of their usage and requirements of such technologies, and their subsequent behavioural changes. The empirical study ran with three groups of six children over a period of seven weeks for each group. A console-based exercise game and an exercise-focused social website were used in the study and the focus was on opportunistic (unstructured/unplanned) exercise. The emergent findings are: ‱ Data collected about physical activity must be more extensive than simple step counts. ‱ Data collection technologies for activities must be ubiquitous but invisible. ‱ Social interaction via technology is expected; positive messages reinforcing attainments of goals are valued; negative feedback is seen as demotivating. ‱ participants were very open to sharing information (privacy was not a concern). ‱ Authority figures have a significant impact on restricting adolescents’ use of technologies. This document reports the how the study was conducted, analyses the findings and draws conclusions from these regarding how to use digital technologies to improve and/or maintain the physical activity levels of children throughout their adolescence and on into adulthood. The appendices provide the detailed (anonymised) data collected during the study and the background literature review

    Playing in a virtual bedroom: youth leisure in the Facebook generation

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    The rapidly changing uses of online social networking sites (SNS) have led to moral panics, most notably framed in terms of 'stranger danger'. However, the risks to young people from access to un-mediated content available via SNS, and most particularly to user-generated content is not generally seen as being dangerous. However, adults would not generally consider many of the activities engaged in via SNS as safe were they conducted in the real world. This paper explores the ways in which young people use SNS to mediate complex issues of social identity in a virtual environment

    Beyond the Web: integrated digital communities

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    This paper details two case studies exploring integration within digital communities. Three types of integration are introduced – information, technological and online-offline integration. These concepts are explored through two online fan communities and through a mobile web based system. This paper addresses the idea of balance between offline and online spaces; a key research interest of Sillence’s. It tackles the issue of how design can affect the social use of a system and focuses upon the natural use of multiple communication media. The way in which people use and adapt technology to suit their needs is of interest to Sillence in all her work. She was asked to write this paper by the chair of the Web-based Communities Conference: Sillence, E. (2004a). Media Integration within Web Based Communities. In Proceedings of the IADIS International Conference Web Based Communities 2004. Lisbon, Portugal 24-26 March 2004, p175-182. Several papers have argued that involvement in online environments is having a negative social impact. However, her research argues that methodological flaws have encouraged these findings and overlooked the fact that natural settings provide opportunities for the integration of media across an online-offline boundary. Other related publications by her include: Kostakos, V. O’Neill, E., Little, L. & Sillence, E. (2005). The social implications of emerging technologies. Interacting with Computers, 17 (5) 475-483. Sillence, E. & Baber, C. (2004). Integrated Digital Communities: Combining Web-based Interaction with Text Messaging to Develop a System for Encouraging Group Communication and Competition. Interacting with Computers, 16 (1) 93-113 Also edited: Special edition of Interacting with Computers. “The social impact of emerging technologies” 17, 5 (2005

    Mobile exergaming in adolescents’ everyday life—contextual design of where, when, with whom, and how: the SmartLife case

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    Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life
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