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Open Access Issue
Optimizing the Service Efficacy of Crowd Ratings in Curbing Fake News Dissemination on Social Media
International Journal of Crowd Science 2024, 8 (3): 110-121
Published: 19 August 2024
Abstract PDF (2.9 MB) Collect
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Curbing the dissemination of fake news in social media has been a major issue in recent years. Previous studies have suggested that the general public can recognize fake news, showing the feasibility of applying crowd ratings to identify fake news. However, the effectiveness of crowd ratings for curbing the dissemination of fake news is uncertain. This study constructed an online experimental platform to simulate Sina Microblog and designed a crowd rating strategy to compare and validate the difference between the absence vs. the presence of crowd ratings, and crowd ratings vs. expert ratings, in curbing the dissemination of fake news. We found that the presence of crowd ratings inhibited users’ dissemination of fake news compared to the absence of crowd ratings. Moreover, there was no significant difference between the suppression effects of crowd ratings and expert ratings, both of which were effective in curbing the dissemination of fake news. Crowd rating uses collective intelligence to intervene in users’ perceptions and behaviors at the onset of fake news dissemination, providing a cost-effective and efficient solution to combat the spread of fake news on social media.

Open Access Research paper Issue
Exploring the relationships between gamification and motivational needs in technology design
International Journal of Crowd Science 2019, 3 (1): 87-103
Published: 13 November 2018
Abstract PDF (414.5 KB) Collect
Downloads:56
Purpose

Drawing upon the motivational affordance theory, this paper aims to investigate how gamification design and human motivational needs are associated in extant literature.

Design/methodology/approach

The authors conducted a literature analysis of 60 journal articles that studied motivational influences of gamification in information technology design. Content analysis was used to identify game design features and motivation variables studied in prior literature, and correspondence analysis was used to show the co-occurrence of game design features and basic motivational needs.

Findings

The results showed that four types of game design features and eight basic motivational needs are studied in this pool of literature. Correspondence analysis indicates some interesting associations between game design features and basic human needs.

Research limitations/implications

This research used a motivational affordance perspective to interpret the impact of game design features and suggested directions for future investigations. It is limited due to its sample size and considered as an exploratory study.

Practical implications

This research provided suggestions for technology designers that game design features vary in their motivational influence, and therefore, game design features should be used accordingly to meet users’ motivational needs.

Originality/value

This research is one of initial studies which explored the association between game design features and basic motivational needs. The findings of this study provide the groundwork for guidelines and strategies to facilitate motivational design in information technology.

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