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Games for Crowdsourcing Mobile Content: An Analysis of Contribution Patterns

Published:19 June 2016Publication History

ABSTRACT

Crowdsourcing of mobile content through games is becoming a major way of populating information-rich online environments. A current research gap is that actual usage patterns of crowdsourcing games has been inadequately investigated. We address this gap by comparing content creation patterns in a game for crowdsourcing mobile content against a non-game version. Results show distinct differences in the types and distribution of content created.

References

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  2. Goh, D. H., Lee, C. S., and Low, G. H. 2012. I played games a there was nothing else to do: understanding motivations for using mobile content sharing games. Online Inform Rev. 36, 6 (Nov. 2012), 784--806.Google ScholarGoogle Scholar
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  1. Games for Crowdsourcing Mobile Content: An Analysis of Contribution Patterns

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    • Published in

      cover image ACM Conferences
      JCDL '16: Proceedings of the 16th ACM/IEEE-CS on Joint Conference on Digital Libraries
      June 2016
      316 pages
      ISBN:9781450342292
      DOI:10.1145/2910896

      Copyright © 2016 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 19 June 2016

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      Acceptance Rates

      JCDL '16 Paper Acceptance Rate15of52submissions,29%Overall Acceptance Rate415of1,482submissions,28%

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