Assessment of subjective influence and trust with an online social network game.

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Title: Assessment of subjective influence and trust with an online social network game.
Authors: Seufert, Michael1 seufert@informatik.uni-wuerzburg.de, Burger, Valentin1, Lorey, Karl1, Seith, Alexander1, Loh, Frank1, Tran-Gia, Phuoc1
Source: Computers in Human Behavior. Nov2016, Vol. 64, p233-246. 14p.
Subject Terms: *Friendship, *Interpersonal relations, *Social networks, *Video games, Surveys, Trust
Abstract: The deduction of influence and trust between two individuals only from objective data in online social networks (OSNs) is a rather vague approach. Subjective assessments via surveys produce better results, but are harder to conduct considering the vast amount of friendships of OSN users. This work presents a framework for personalized surveys on relationships in OSNs, which follows a gamification approach. A Facebook game was developed, which was used to subjectively assess social influence and interpersonal trust based on models from psychology. The results show that it is possible to obtain subjective opinions and (limited) objective data about relationships with an OSN game. Also an implicit assessment of influence and trust with subcategory questions is feasible in this case. [ABSTRACT FROM AUTHOR]
Copyright of Computers in Human Behavior is the property of Pergamon Press - An Imprint of Elsevier Science and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: Assessment of subjective influence and trust with an online social network game.
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  Data: <searchLink fieldCode="AR" term="%22Seufert%2C+Michael%22">Seufert, Michael</searchLink><relatesTo>1</relatesTo><i> seufert@informatik.uni-wuerzburg.de</i><br /><searchLink fieldCode="AR" term="%22Burger%2C+Valentin%22">Burger, Valentin</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Lorey%2C+Karl%22">Lorey, Karl</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Seith%2C+Alexander%22">Seith, Alexander</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Loh%2C+Frank%22">Loh, Frank</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Tran-Gia%2C+Phuoc%22">Tran-Gia, Phuoc</searchLink><relatesTo>1</relatesTo>
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  Data: <searchLink fieldCode="JN" term="%22Computers+in+Human+Behavior%22">Computers in Human Behavior</searchLink>. Nov2016, Vol. 64, p233-246. 14p.
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  Data: *<searchLink fieldCode="DE" term="%22Friendship%22">Friendship</searchLink><br />*<searchLink fieldCode="DE" term="%22Interpersonal+relations%22">Interpersonal relations</searchLink><br />*<searchLink fieldCode="DE" term="%22Social+networks%22">Social networks</searchLink><br />*<searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink><br /><searchLink fieldCode="DE" term="%22Surveys%22">Surveys</searchLink><br /><searchLink fieldCode="DE" term="%22Trust%22">Trust</searchLink>
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  Data: The deduction of influence and trust between two individuals only from objective data in online social networks (OSNs) is a rather vague approach. Subjective assessments via surveys produce better results, but are harder to conduct considering the vast amount of friendships of OSN users. This work presents a framework for personalized surveys on relationships in OSNs, which follows a gamification approach. A Facebook game was developed, which was used to subjectively assess social influence and interpersonal trust based on models from psychology. The results show that it is possible to obtain subjective opinions and (limited) objective data about relationships with an OSN game. Also an implicit assessment of influence and trust with subcategory questions is feasible in this case. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
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  Data: <i>Copyright of Computers in Human Behavior is the property of Pergamon Press - An Imprint of Elsevier Science and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=ehh&AN=118076704
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        Value: 10.1016/j.chb.2016.06.056
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        Text: English
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        Type: general
      – SubjectFull: Interpersonal relations
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      – SubjectFull: Social networks
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      – SubjectFull: Video games
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      – SubjectFull: Surveys
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      – SubjectFull: Trust
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              Text: Nov2016
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