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Crowdsourcing Mobile Content through Games: An Analysis of Contribution Patterns

机译:通过游戏覆盖移动内容:贡献模式分析

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Crowdsourcing of mobile content has become a major way of populating information-rich online environments. One approach to motivate participation is via games. That is, a crowdsourcing game is built upon the desire of individuals to be entertained while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated adequately. We address this gap by comparing content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3024 contributions in both apps reveal 10 categories, divided into: (1) those that conform more to the notion of mobile content utilized to learn about a specific place or for navigational purposes; and (2) those that were about the content creator himself/herself, or in relation to other users or other non-playing individuals, with the location as a backdrop, similar to status updates in social media platforms like Twitter. We argue that both categories are potentially useful in that they meet different needs, and together could serve to recruit and sustain participation in the longer term. Further, the distribution of categories varied across the apps, indicating that the features afforded by games shape behavior differently from non-game-based approaches to crowdsourcing.
机译:移动内容的众包已成为填充信息丰富的在线环境的主要方式。一种激励参与的方法是通过游戏。也就是说,众群游戏是基于个体的愿望,而在生成有用的输出作为游戏玩法的副产品时。目前研究的差距是,众群游戏的实际使用模式尚未充分调查。通过将游戏中的内容创建模式进行比较,以针对非游戏版本的游戏中的内容创建模式来解决这个差距。我们对两个应用程序的3024个贡献的分析显示了10个类别,分为:(1)那些符合用于学习特定地点或导航目的的移动内容概念的人; (2)那些关于内容创建者自己/自己,或与其他用户或其他非播放人员相关的人,其中位置作为背景,类似于像Twitter这样的社交媒体平台中的状态更新。我们认为这两个类别都可能有用,因为它们符合不同的需求,并可共同可以招募和维持长期参与。此外,类别的分布在这些应用中变化,表明游戏形状行为所提供的特征与基于非游戏的众包不同。

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