Abstract
Social machines are systems in which humans and computational agents work together. In order to create an effective social machine, one needs to design interaction protocols for agents to collaborate, program the computational agents and build mechanisms to engage humans into activities that are supportive to the goals of the machine. One approach to build engagement is to create opportunities for the experience of fun. The present work contains a discussion about how to design engaging and productive activities for social machines based on fun.
The authors thank FAPESP, CAPES and CNPq for financial support.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
Ariely, D.: Predictably irrational: the hidden forces that shape our decisions. Harper, New York (2010)
Brown, E., Cairns, P.: A Grounded investigation of game immersion. In: Extended Abstracts on Human Factors in Computing Systems, CHI 2004, NY, USA (2004)
Buregio, V., Meira, S., Rosa, N.: Social machines: a unified paradigm to describe social web-oriented systems. In: 22nd International Conference on World Wide Web (2013)
Correa da Silva, F.S., Robertson, D., Vasconcelos, W.: Experimental interaction science. In: Artificial Intelligence, Simulation of Behaviour - Annual Convention.2013: Workshop on Social Coordination - Principles, Artifacts and Theories (2013)
Correa da Silva, F.S., Robertson, D.S., Vasconcelos, W.W., Chung, P.W.H., Murray-Rust, D., Papapanagiotou, P.: LS\(^3\)C - the lightweight, situated, stateful social calculus. Technical report RT-MAC-IME-2015-02, Brazil (2015)
Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper, New York (1991)
Deci, E., Flaste, R.: Why We Do What We Do: Understanding Self-Motivation. Penguin, UK (1996)
Dubberly, H., Pangaro, P., Haque, U.: What is interaction? are there different types? Interactions 16(1) (2009)
Gintis, H.: The bounds of reason : game theory and the unification of behavioral sciences. Princeton University Press, Princeton (2009)
Giunchiglia, F., Robertson, D.S.: The social computer - combining machine and human computation. University of Trento Technical report, DISI-10-036 (2010)
Hassenzahl, M.: We cannot design them. Emotions can be quite ephemeral. Interactions 11(5), 46–48 (2004)
Hunicke, R., LeBlanc, M., Zubek, R.: MDA : a formal approach to game design and game research. In: 19th AAAI Challenges in Games AI Workshop (2004)
Isbister, K.: Enabling social play: a framework for design and evaluation. In: Bernhaupt, R. (ed.) Evaluating User Experience in Games: Concepts and Methods. Human-Computer Interaction Series, pp. 11–22. Springer, London (2010)
Malone, T.W.: What Makes Things Fun to Learn. A Study of Intrinsically Motivating Computer Games. Phd thesis, Stanford University (1980)
Norman, D.A.: The Design of Everyday Things, 2nd edn. Basic Books, USA (2002)
Schneier, B.: Liars and Outliers: enabling the trust that society needs to thrive. Wiley, Hoboken (2012)
Vieira, L.C., Correa da Silva, F.S.: Understanding fun. In: Videojogos 2014, Portugal (2014)
Weiss, G.: Multiagent Systems: A Modern Approach to Distributed Artificial Intelligence. The MIT Press, USA (2000)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2016 Springer International Publishing Switzerland
About this paper
Cite this paper
da Silva, F.S.C., Vieira, L.C., Bandini, S. (2016). Engagement Mechanisms for Social Machines. In: De Gloria, A., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2015. Lecture Notes in Computer Science(), vol 9599. Springer, Cham. https://doi.org/10.1007/978-3-319-40216-1_40
Download citation
DOI: https://doi.org/10.1007/978-3-319-40216-1_40
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-40215-4
Online ISBN: 978-3-319-40216-1
eBook Packages: Computer ScienceComputer Science (R0)