Abstract-This paper presents a three-part experiment designed to investigate the motivations of users of a community safety and neighborhood watch social networking website. The experiment centers around an intervention into the invitation system that current users employ to invite nonmembers to join the site, and involves several versions of an invitation email which differ by expressing one of four possible motivations for using such a site. The research presented investigates how potential users' choice of whether or not to join the site is affected by the use case presented by the invitation. It also includes an investigation of the motivations of current users of the site, as reported in an online survey. The experiment yielded no significant difference in responses to the emails. Overall, invitations that included a specific motivation slightly outperformed those which did not, but not to a statistically significant degree. We conclude that although users have specific motivations for using the site, as reported in the survey, attempting to increase response rates to invitation emails by suggesting use cases of the site is surprisingly unlikely to be successful.
Abstract-We present a new strategy for studying trust determination, especially in the context of dynamic trust. We created a game in which the players start with neutral trust for each other, have assigned roles ("good" or "bad") and an incentive to deduce the roles of the other players, and are encouraged to take part in social and economic interactions with each other, thereby gathering data with which to make trust determinations. By running user tests, we show that a game with these components generates useful data with which the players' decisions regarding trust for each other can be observed and better understood. We show that players are more likely to increase their self-reported trust for each other after engaging in an economic transaction, and, surprisingly, their trust for each other increases by a larger margin when the transaction was asymmetric. We also present an analysis of the chat that the players participated in, via an in-game chat system. We show that the two most popular topics of discussion are trade requests and game administration, and suggest possible future work in comparing the players' chat actions to their trust for each other.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.