The perils of gamification: Does engaging with gamified services increase users' willingness to disclose personal information?
Simon TrangWelf H. WeigerPublished in: Comput. Hum. Behav. (2021)
Keyphrases
- personal data
- personal information
- user centric
- privacy concerns
- private information
- social network services
- third party
- social networking
- service providers
- privacy aware
- identity theft
- identity management
- privacy preserving
- personal information management
- information leakage
- preserving privacy
- individual privacy
- user experience
- privacy protection
- privacy policies
- web services
- sensitive data
- search tools
- end users
- social network sites
- social media
- context aware
- social networks