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Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?  

Pe-Than, Ei Pa Pa (Institute for Software Research School of Computer Science Carnegie Mellon University)
Goh, Dion Hoe-Lian (Wee Kim Wee School of Communication and Information Nanyang Technological University Singapore)
Lee, Chei Sian (Wee Kim Wee School of Communication and Information Nanyang Technological University Singapore)
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Journal of Information Science Theory and Practice / v.5, no.2, 2017 , pp. 6-16 More about this Journal
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.
Crowdsourcing games; human computation; mobile content; content analysis; evaluation;
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