45 research outputs found

    Matching People And Groups: Recruitment And Selection In Online Games

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    Massively multiplayer online games (MMOGs) have great potential as sites for research within the social and behavioral sciences and human-computer interaction. This is because “guilds” — semi-persistent groups in online games — are much like groups in real organizations. In this paper, we examine how groups and individuals find appropriate matches and whether appropriate matches lead newcomers to stay longer in their groups in an online game environment. Results from archival data, observation, and survey in the game World of Warcraft (WoW) indicate that different selection methods lead to person-group fit for social and task-oriented characteristics and good fit leads recruits to stay longer in their group. In particular, recruitment of new members to task-oriented guilds was most successful when brief interactions were used whereas recruitment to social-oriented guilds was most successful when probationary periods and referrals were used

    Air quality evaluation of London Paddington train station

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    Enclosed railway stations hosting diesel trains are at risk of reduced air quality as a result of exhaust emissions that may endanger passengers and workers. Air quality measurements were conducted inside London Paddington Station, a semi-enclosed railway station where 70% of trains are powered by diesel engines. Particulate matter (PM2.5) mass was measured at five station locations. PM size, PM number, oxides of nitrogen (NOx), and sulfur dioxide (SO2) were measured at two station locations. Paddington Station’s hourly mean PM2.5 mass concentrations averaged 16 μg/m3 [min 2, max 68]. Paddington Station’s hourly mean NO2 concentrations averaged 73 ppb [49, 120] and SO2 concentrations averaged 25 ppb [15, 37]. While UK train stations are not required to comply with air quality standards, there were five instances where the hourly mean NO2 concentrations exceeded the EU hourly mean limits (106 ppb) for outdoor air quality. PM2.5, SO2, and NO2 concentrations were compared against Marylebone, a busy London roadside 1.5 km from the station. The comparisons indicated that train station air quality was more polluted than the nearby roadside. PM2.5 for at least one measurement location within Paddington Station was shown to be statistically higher (P-value < 0.05) than Marylebone on 3 out of 4 days. Measured NO2 within Paddington Station was statistically higher than Marylebone on 4 out of 5 days. Measured SO2 within Paddington Station was statistically higher than Marylebone on all 3 days.We thank the Engineering and Physical Sciences Research Council (EP/F034350/1) for funding the Energy Efficient Cities Initiative and the Schiff Foundation for doctoral studentship funding.This is the final version of the article. It first appeared from IOP via http://dx.doi.org/10.1088/1748-9326/10/9/09401

    Structural basis for the specialization of Nur, a nickel-specific Fur homolog, in metal sensing and DNA recognition

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    Nur, a member of the Fur family, is a nickel-responsive transcription factor that controls nickel homeostasis and anti-oxidative response in Streptomyces coelicolor. Here we report the 2.4-Å resolution crystal structure of Nur. It contains a unique nickel-specific metal site in addition to a nonspecific common metal site. The identification of the 6-5-6 motif of the Nur recognition box and a Nur/DNA complex model reveals that Nur mainly interacts with terminal bases of the palindrome on complex formation. This contrasts with more distributed contacts between Fur and the n-1-n type of the Fur-binding motif. The disparity between Nur and Fur in the conformation of the S1-S2 sheet in the DNA-binding domain can explain their different DNA-recognition patterns. Furthermore, the fact that the specificity of Nur in metal sensing and DNA recognition is conferred by the specific metal site suggests that its introduction drives the evolution of Nur orthologs in the Fur family

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    Trust in open versus closed social media: The relative influence of user- and marketer-generated content in social network services on customer trust

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    Recently, ???closed??? or ???private??? social network services (SNSs) have emerged and become popular; this popularity is primarily driven by privacy issues and information overload in open SNSs such as Twitter or Facebook. Scholars and practitioners are interested in the relationship between product reviews and customer trust in both closed and open SNSs, but we do not fully understand why, how, or what types of online product reviews in open or closed SNSs influence trust. This paper explores how customer trust in content is influenced by different types of content generators and SNSs. The results of our experiments show that user-generated content (UGC) has a stronger effect on customers??? cognitive trust than does marketer-generated content (MGC) and that the effect of product reviews in closed SNSs on customers??? cognitive and emotional trust is greater than the effect in open SNSs. Finally, we find that the interaction between content generator types and SNS types affects customers??? emotional trust. This paper contributes to the empirical research on SNSs and online product reviews and has practical implications.clos

    The effects of second-screen viewing and the goal congruency of supplementary content on user perceptions

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    Users??? desire to view additional content while watching TV has increased significantly in recent years. This study investigates the optimal way to show supplementary content and evaluates the types of additional information that should be provided. We conduct two 2 (single screen vs. second screen) ?? 2 (providing additional content with congruent goals vs. incongruent goals) between-subjects design experiments, one with news information (utilitarian content) and the other with soft drama programming (hedonic content). The results showed that viewing supplemental content with related information on a different screen strengthens user perceptions of both news and drama. However, the interaction effect of second-screen viewing and the goals of additional content differed across the main types of TV content. The results of this study are relevant to both scholars and practitioners who seek ways to enhance the effectiveness of second-screen usage.clos

    Empirical Research on Types and Service Attributes of Mobile Donation Applications

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    Mobile Donation Application: Examining the Effect of Function-Cause Fit

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    Collaborate and share: An experimental study of the effects of task and reward interdependencies in online games

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    Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained.close
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