Abstract
The purpose of this paper is two-fold. First, it seeks to introduce the conceptual prototype of SpamCombat, a Web application that helps combat spam through gamification of community policing. Second, it attempts to evaluate SpamCombat by identifying factors that can potentially drive users’ behavioral intention to adopt. A questionnaire seeking quantitative and qualitative responses was administered to 120 participants. The results indicate that behavioral intention to adopt SpamCombat is generally promising. Most participants appreciated the novelty of SpamCombat in supporting community policing to promote a spam-free cyber space. However, participants felt that using SpamCombat could be time-consuming.
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Chua, A.Y.K., Banerjee, S. (2013). Gamification of Community Policing: SpamCombat. In: Yoshida, T., Kou, G., Skowron, A., Cao, J., Hacid, H., Zhong, N. (eds) Active Media Technology. AMT 2013. Lecture Notes in Computer Science, vol 8210. Springer, Cham. https://doi.org/10.1007/978-3-319-02750-0_8
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DOI: https://doi.org/10.1007/978-3-319-02750-0_8
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