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dc.contributor.author
Pa, Pe-Than Ei Pa
dc.contributor.author
Hoe-Lian, Goh Dion
dc.contributor.author
Sian Chei, Lee
dc.date.accessioned
2018-10-12T04:51:17Z
dc.date.available
2018-10-12T04:51:17Z
dc.date.issued
2017-05-31
dc.identifier.issn
2287-9099
dc.identifier.uri
https://repository.kisti.re.kr/handle/10580/8681
dc.description.abstract
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.
dc.format.extent
11
dc.language.iso
eng
dc.relation.ispartofseries
Journal of Information Science Theory and Practice
dc.title
Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?
dc.type
Article
dc.rights.license
CC_BY
dc.identifier.doi
10.1633/JISTaP.2017.5.2.1
dc.citation.endPage
16
dc.citation.number
2
dc.citation.startPage
6
dc.citation.volume
5
dc.subject.keyword
Crowdsourcing games
dc.subject.keyword
human computation
dc.subject.keyword
mobile content
dc.subject.keyword
content analysis
dc.subject.keyword
evaluation
dc.rights.holder
KISTI
Appears in Collections:
8. KISTI 간행물 > JISTaP > Vol. 5 - No. 2
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