Analyzing crowdsourced mobile content : do games make a difference?

Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that...

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Main Authors: Pe-Than, Ei Pa Pa, Goh, Dion Hoe-Lian, Lee, Chei Sian
Other Authors: Wee Kim Wee School of Communication and Information
Format: Article
Language:English
Published: 2019
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Online Access:https://hdl.handle.net/10356/85398
http://hdl.handle.net/10220/48221
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-853982020-03-07T12:15:50Z Analyzing crowdsourced mobile content : do games make a difference? Pe-Than, Ei Pa Pa Goh, Dion Hoe-Lian Lee, Chei Sian Wee Kim Wee School of Communication and Information Crowdsourcing Games Human Computation DRNTU::Social sciences::Communication Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment 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 thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing. MOE (Min. of Education, S’pore) Published version 2019-05-16T03:20:47Z 2019-12-06T16:03:00Z 2019-05-16T03:20:47Z 2019-12-06T16:03:00Z 2017 Journal Article Pe-Than, E. P. P., Goh, D. H.-L., & Lee, C. S. (2017). Analyzing crowdsourced mobile content : do games make a difference? Journal of Information Science Theory and Practice, 5(2), 6-16. doi:10.1633/JISTAP.2017.5.2.1 2287-9099 https://hdl.handle.net/10356/85398 http://hdl.handle.net/10220/48221 10.1633/JISTAP.2017.5.2.1 en Journal of Information Science Theory and Practice © 2017 The Author(s). All JISTaP content is published and distributed under the terms of the Creative Commons Attribution License (http:/ creativecommons.org/licenses/by/3.0/). Under this license, authors reserve the copyright for their content; however, they permit anyone to unrestrictedly use, distribute, and reproduce the content in any medium as far as the original authors and source are cited. For any reuse, redistribution, or reproduction of a work, users must clarify the license terms under which the work was produced. 11 p. application/pdf
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
topic Crowdsourcing Games
Human Computation
DRNTU::Social sciences::Communication
spellingShingle Crowdsourcing Games
Human Computation
DRNTU::Social sciences::Communication
Pe-Than, Ei Pa Pa
Goh, Dion Hoe-Lian
Lee, Chei Sian
Analyzing crowdsourced mobile content : do games make a difference?
description Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment 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 thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.
author2 Wee Kim Wee School of Communication and Information
author_facet Wee Kim Wee School of Communication and Information
Pe-Than, Ei Pa Pa
Goh, Dion Hoe-Lian
Lee, Chei Sian
format Article
author Pe-Than, Ei Pa Pa
Goh, Dion Hoe-Lian
Lee, Chei Sian
author_sort Pe-Than, Ei Pa Pa
title Analyzing crowdsourced mobile content : do games make a difference?
title_short Analyzing crowdsourced mobile content : do games make a difference?
title_full Analyzing crowdsourced mobile content : do games make a difference?
title_fullStr Analyzing crowdsourced mobile content : do games make a difference?
title_full_unstemmed Analyzing crowdsourced mobile content : do games make a difference?
title_sort analyzing crowdsourced mobile content : do games make a difference?
publishDate 2019
url https://hdl.handle.net/10356/85398
http://hdl.handle.net/10220/48221
_version_ 1681047591978008576