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Perceived Risks and Ict Use., and . J. Comput. Inf. Syst., 54 (2): 16-24 (2014)Playing Games with Information: Investigating Perceptions of a Mobile Content Sharing Game., , and . J. Digit. Inf. Manag., 10 (1): 10-19 (2012)Perceptions of virtual reward systems in crowdsourcing games., , and . Comput. Hum. Behav., (2017)Motivations for media sharing among mobile phone users., , , and . ICDIM, page 160-165. IEEE, (2009)Evaluating the usability of a mobile content sharing game., , , , and . SAC, page 597-598. ACM, (2010)Who, What, Why: Examining Annotations in Mobile Content Sharing Games., , and . ICADL, volume 7008 of Lecture Notes in Computer Science, page 247-256. Springer, (2011)Social Q&A Question-and-Comments Interactions and Outcomes: A Social Sequence Analysis., , and . ICADL, volume 10075 of Lecture Notes in Computer Science, page 325-338. Springer, (2016)Investigating consumers' cognitive, emotional, and behavioral engagement in social media brand pages: A natural language processing approach., , and . Electron. Commer. Res. Appl., (2022)Finding trafficked children through crowdsourcing: a usability evaluation., , , and . Aslib J. Inf. Manag., 73 (3): 419-435 (2021)Evaluating the Use of a Mobile Annotation System for Geography Education., , , , , and . Electron. Libr., 30 (5): 589-607 (2012)