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

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. Online social network application for conducting psychological studies.Usage of gamification to incentivize participation.Joint assessment of subjective opinions and objective data from the OSN.Study on social influence and interpersonal trust with the OSN game application.

[1]  Michael Seufert,et al.  Gamification Framework for Personalized Surveys on Relationships in Online Social Networks , 2013, 2013 IEEE/ACM 6th International Conference on Utility and Cloud Computing.

[2]  Renaud Lambiotte,et al.  Psychological Aspects of Social Communities , 2012, 2012 International Conference on Privacy, Security, Risk and Trust and 2012 International Confernece on Social Computing.

[3]  H. W. Kee,et al.  Conceptual and methodological considerations in the study of trust and suspicion , 1970 .

[4]  Kenton O'Hara,et al.  Gamification. using game-design elements in non-gaming contexts , 2011, CHI Extended Abstracts.

[5]  Jai Ganesh,et al.  Reputation and Trust in Social Networks: Empirical results from a Facebook Reputation system , 2013, AMCIS.

[6]  J. Berry The Influentials: One American in Ten Tells the Other Nine How to Vote, Where to Eat, and What to Buy , 2003 .

[7]  M. Schweitzer,et al.  Feeling and believing: the influence of emotion on trust. , 2003, Journal of personality and social psychology.

[8]  Duncan J. Watts,et al.  Everyone's an influencer: quantifying influence on twitter , 2011, WSDM '11.

[9]  David R. Flatla,et al.  Calibration games: making calibration tasks enjoyable by adding motivating game elements , 2011, UIST.

[10]  Izak Benbasat,et al.  Trusting those who trust you: A study on trust and privacy on Facebook , 2012, ICIS.

[11]  M. Blanchette,et al.  Phylo: A Citizen Science Approach for Improving Multiple Sequence Alignment , 2012, PloS one.

[12]  Judith Redi,et al.  Best Practices and Recommendations for Crowdsourced QoE - Lessons learned from the Qualinet Task Force Crowdsourcing , 2014 .

[13]  Lawrence S. Wrightsman,et al.  Measurement of Philosophies of Human Nature , 1964 .

[14]  Laura A. Dabbish,et al.  Labeling images with a computer game , 2004, AAAI Spring Symposium: Knowledge Collection from Volunteer Contributors.

[15]  L. Cronbach Coefficient alpha and the internal structure of tests , 1951 .

[16]  Lindsay T. Graham,et al.  A Review of Facebook Research in the Social Sciences , 2012, Perspectives on psychological science : a journal of the Association for Psychological Science.

[17]  H. Kelman Compliance, identification, and internalization three processes of attitude change , 1958 .

[18]  J. Rotter A new scale for the measurement of interpersonal trust. , 1967, Journal of personality.

[19]  Cameron Marlow,et al.  A 61-million-person experiment in social influence and political mobilization , 2012, Nature.

[20]  J. Lewis,et al.  Trust as a Social Reality , 1985 .

[21]  Hosung Park,et al.  What is Twitter, a social network or a news media? , 2010, WWW '10.

[22]  Henry H. Emurian,et al.  An overview of online trust: Concepts, elements, and implications , 2005, Comput. Hum. Behav..

[23]  C. Johnson-George,et al.  Measurement of specific interpersonal trust: Construction and validation of a scale to assess trust in a specific other. , 1982 .

[24]  Kyle Chard,et al.  Social Cloud Computing: A Vision for Socially Motivated Resource Sharing , 2012, IEEE Transactions on Services Computing.

[25]  Mariafrancesca Sicilia,et al.  The influence of “Facebook friends” on the intention to join brand pages , 2015 .

[26]  Arno Scharl,et al.  Games with a purpose for social networking platforms , 2009, HT '09.

[27]  James A. Hendler,et al.  Inferring binary trust relationships in Web-based social networks , 2006, TOIT.

[28]  Daniel G. Goldstein,et al.  Honesty in an Online Labor Market , 2011, Human Computation.

[29]  Sibel Adali,et al.  Measuring behavioral trust in social networks , 2010, 2010 IEEE International Conference on Intelligence and Security Informatics.

[30]  Hidir Aras,et al.  Webpardy: harvesting QA by HC , 2010, HCOMP '10.

[31]  Kevin Lewis,et al.  Social selection and peer influence in an online social network , 2011, Proceedings of the National Academy of Sciences.

[32]  Jie Wu,et al.  Generating trusted graphs for trust evaluation in online social networks , 2014, Future Gener. Comput. Syst..

[33]  Adrien Treuille,et al.  Predicting protein structures with a multiplayer online game , 2010, Nature.

[34]  Christopher Cunningham,et al.  Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps , 2011 .

[35]  D. T. Regan,et al.  Effects of a favor and liking on compliance , 1971 .

[36]  Aneta Takhtamysheva,et al.  Frontiers of a paradigm: exploring human computation with digital games , 2010, HCOMP '10.

[37]  Eliot R. Smith,et al.  Situating Social Influence Processes: Dynamic, Multidirectional Flows of Influence Within Social Networks , 2007, Personality and social psychology review : an official journal of the Society for Personality and Social Psychology, Inc.