Reference Hub24
The Psychology of Trolling and Lurking: The Role of Defriending and Gamification for Increasing Participation in Online Communities Using Seductive Narratives

The Psychology of Trolling and Lurking: The Role of Defriending and Gamification for Increasing Participation in Online Communities Using Seductive Narratives

ISBN13: 9781466603127|ISBN10: 1466603127|EISBN13: 9781466603134
DOI: 10.4018/978-1-4666-0312-7.ch010
Cite Chapter Cite Chapter

MLA

Bishop, Jonathan. "The Psychology of Trolling and Lurking: The Role of Defriending and Gamification for Increasing Participation in Online Communities Using Seductive Narratives." Virtual Community Participation and Motivation: Cross-Disciplinary Theories, edited by Honglei Li, IGI Global, 2012, pp. 160-176. https://doi.org/10.4018/978-1-4666-0312-7.ch010

APA

Bishop, J. (2012). The Psychology of Trolling and Lurking: The Role of Defriending and Gamification for Increasing Participation in Online Communities Using Seductive Narratives. In H. Li (Ed.), Virtual Community Participation and Motivation: Cross-Disciplinary Theories (pp. 160-176). IGI Global. https://doi.org/10.4018/978-1-4666-0312-7.ch010

Chicago

Bishop, Jonathan. "The Psychology of Trolling and Lurking: The Role of Defriending and Gamification for Increasing Participation in Online Communities Using Seductive Narratives." In Virtual Community Participation and Motivation: Cross-Disciplinary Theories, edited by Honglei Li, 160-176. Hershey, PA: IGI Global, 2012. https://doi.org/10.4018/978-1-4666-0312-7.ch010

Export Reference

Mendeley
Favorite

Abstract

The rise of social networking services have furthered the proliferation of online communities, transferring the power of controlling access to content from often one person who operates a system (sysop), which they would normally rely on, to them personally. With increased participation in social networking and services come new problems and issues, such as trolling, where unconstructive messages are posted to incite a reaction, and lurking, where persons refuse to participate. Methods of dealing with these abuses included defriending, which can include blocking strangers. The Gamified Flow of Persuasion model is proposed, building on work in ecological cognition and the participation continuum, the chapter shows how all of these models can collectively be used with gamification principles to increase participation in online communities through effective management of lurking, trolling, and defriending.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.