Search results

1 – 2 of 2
Article
Publication date: 24 November 2022

Selin Gurgun, Emily Arden-Close, Keith Phalp and Raian Ali

There is a scarcity of research studies on why people remain inactive when encountering and recognising misinformation online. The main aim of this paper is to provide a…

Abstract

Purpose

There is a scarcity of research studies on why people remain inactive when encountering and recognising misinformation online. The main aim of this paper is to provide a groundwork for future research into why users do not challenge misinformation on digital platforms by generating hypotheses through a synthesis of pertinent literature, including organisational behaviour, communication, human-computer interaction (HCI), psychology and education.

Design/methodology/approach

Given the lack of directly related literature, this paper synthesised findings from relevant fields where the findings might be relevant, as the tendency to withhold opinions or feedback is a well-documented practice in offline interaction.

Findings

Following the analysis of relevant literature, the potential reasons for online silence towards misinformation can be divided into six categories: self-oriented, relationship-oriented, others-oriented, content-oriented, individual characteristics and technical factors.

Originality/value

Although corrections coming from peers can effectively combat misinformation, several studies showed that people in cyberspace do not take such action. To the best of the authors’ knowledge, there has been scarce and virtually non-existent research investigating why people refrain from challenging others who post misinformation online. Thus, this paper attempts to address this gap and identify reasons in adjacent domains. The reasons provide a starting point for researching interventions to reduce reluctance and abstinence regarding the challenge of misinformation. The findings can be beneficial beyond the area of challenging misinformation and are extensible to other types of content and communication that people are hesitant to discuss and challenge, such as online injustice, prejudice and hate speech.

Details

Internet Research, vol. 33 no. 5
Type: Research Article
ISSN: 1066-2243

Keywords

Open Access
Article
Publication date: 29 June 2023

Malathi Sivasankara Pillai and Kannan Balakrishnan

This paper aims to prove the following hypothesis Problem Statement: HYPOTHESIS (1) User Experience collection of mobile applications can be done using the Crowdsourcing…

Abstract

Purpose

This paper aims to prove the following hypothesis Problem Statement: HYPOTHESIS (1) User Experience collection of mobile applications can be done using the Crowdsourcing mechanism; (2) User Experience collection of mobile applications are influenced by the mindset of Crowdmembers, culture/ethnicity/social background, ease of interface use and rewards, among other factors.

Design/methodology/approach

The authors of this paper, did a literature review first to find if Crowdsourcing was applicable and a used method to solve problems in Software Engineering. This helped us to narrow down the application of Crowdsourcing to the Requirements Engineering-Usability (User Experience) collection. User experience collection of two Malayalam language-based mobile applications, AarogyaSetu and BevQ was done as the next step. Incorporating findings from Study I, another study using AarogyaSetu and Manglish was launched as Study II. The results from both cases were consolidated and analyzed. Significant concerns relating to expectations of Crowd members with User Experience collection were unraveled and the purpose of Study was accomplished.

Findings

(1) Crowdsourcing is and can be used in Software Engineering activities. (2) Crowd members have expectations (motivating factors) of User Interface and other elements that enable them to be an effective contributor. (3) An individual’s environment and mindset (character) are influential in him becoming a contributor in Crowdsourcing. (4) Culture and social practices of a region strongly affects the crowd-participating decision of an individual.

Originality/value

This is purely self-done work. The value of this research work is two-fold. Crowdsourcing is endorsed significant in Software Engineering tasks, especially in User Experience collection of mobile applications. Two, the Crowd service requesters can be careful about designing the questionnaire for Crowdsourcing. They have to be aware and prepared to meet the expectations of the Crowd. This can ensure the active participation of potential contributors. Future researchers can use the results of this work to base their research on similar purposes.

Details

Rajagiri Management Journal, vol. 18 no. 1
Type: Research Article
ISSN: 0972-9968

Keywords

1 – 2 of 2