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Understanding Perceived Gratifications for Mobile Content Sharing and Retrieval in a Game-Based Environment

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 5820))

Abstract

The confluence of mobile content sharing and pervasive gaming yields new opportunities for developing novel applications on mobile devices. Yet, studies on users’ attitudes and behaviors related to mobile gaming, content sharing and retrieval activities have been lacking. For this reason, the objectives of this paper are two-fold. One, it proposes MARGE, a game which incorporates multiplayer, role-playing pervasive gaming elements into mobile content sharing activities. Two, it seeks to uncover the motivations for content sharing and content retrieval within a game-based environment. Informed by the uses and gratifications paradigm, a survey was designed and administered to 163 graduate students from two large universities. The findings revealed that perceived gratifications factors related to self, personal status and relationship maintenance were significant predictors for content sharing while information quality was a significant predictor for content retrieval. This paper concludes by presenting the implications, limitations and future research directions.

This work was supported by the Singapore National Research Foundation Interactive Digital Media R&D Program, under research Grant NRF NRF2008IDM-IDM004-012.

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Lee, C.S., Goh, D.HL., Chua, A.Y.K., Ang, R.P. (2009). Understanding Perceived Gratifications for Mobile Content Sharing and Retrieval in a Game-Based Environment. In: Liu, J., Wu, J., Yao, Y., Nishida, T. (eds) Active Media Technology. AMT 2009. Lecture Notes in Computer Science, vol 5820. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-04875-3_22

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  • DOI: https://doi.org/10.1007/978-3-642-04875-3_22

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-04874-6

  • Online ISBN: 978-3-642-04875-3

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