作者: Dion Hoe-Lian Goh , Chei Sian Lee , Guanghao Low
DOI: 10.1007/978-3-642-24826-9_31
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摘要: 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 based on recipients of content, type created, and goals behind creation. Participants maintained a one week long diary, selected participants were called an in-depth interview. Results suggest that creating include knowledge creation, self-expression, creation/maintenance social relationships, self-presentation, competition achievement. Additionally, we found games are mutually reinforcing. Implications our work also discussed.