نتایج جستجو برای: review helpfulness
تعداد نتایج: 950047 فیلتر نتایج به سال:
Amazon.com uses the helpfulness vote (H-Vote) on consumer product reviews to signal quality. The top reviews with the best H-Vote are thus prominently displayed so that consumers readily use them for their purchase decision-making. However, the influence of those H-Votes may not be the same depending on contexts. We conducted a pilot survey experiment by using 108 consumers to investigate. The ...
The study provides an approach to measure the extent of knowledge sharing in Open Source Software (OSS) development in terms of two aspects: the quality of knowledge sharing which is indicated by the helpfulness of the messages, and the quantity of knowledge sharing which is indicated by the volume of the messages. The study developed a computer-aided content analysis program to assess the help...
A growing body of academic research has aimed to investigate the helpfulness online customer reviews (OCRs) given their prevalence and need better understand appraisal mechanisms. However, past studies have applied varied methods reported conflicting findings. This study aims improve understanding contributors OCR by synthesizing on topic. Based a systematic literature review, summary precursor...
Online review is a crucial display content of many online shopping platforms and an essential source product information for consumers. Low-quality reviews often cause inconvenience to the platform readers. This article aims help Steam, one largest digital distribution platforms, predict helpfulness funniness. Via Python, 480,000 game related data 20 games were captured analysis. analyzed impac...
233 Helpfulness of interventions for mental disorders: beliefs of health professionals compared with the general public
PURPOSE/OBJECTIVES To examine the extent to which antecedent variables and appraisals differentiate levels of hope in women during treatment for breast cancer. DESIGN Descriptive, correlational. SETTING Two large midwestern urban areas. SAMPLE 73 Caucasian women between the ages of 20-73 with first-time diagnosis of breast cancer; recruited through five physician offices; within three mon...
Background Chou and Tsai (2007) found that a majority of Taiwanese high-school-aged students self-reported using virtual worlds (eg, video games) for entertainment, with males reporting higher frequencies of use over time than females. Additionally, findings from recent research (Lin, Tutwiler & Chang, in press) hint at the importance of considering student gender, prior use of virtual worlds, ...
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