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Games for Crowdsourcing Mobile Content: An Analysis of Contribution Patterns

Published: 19 June 2016 Publication 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

[1]
Goh, D. H.-L. and Lee, C. S. 2011. Perceptions, quality and motivational needs in image tagging human computation games. J. Inform. Sci. 37, 5 (Oct. 2011), 515--531.
[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.
[3]
Neuendorf, K. A. 2002. The content analysis guidebook, Sage Publications, Thousand Oaks, CA.
[4]
Yap, L.F., Bessho, M., and Sakamura, K. 2012. User-generated content for location-based services: a review. In Virtual Communities, Social Networks and Collaboration, A.A. Lazakidou, Ed. Annals of Information Systems. Springer, New York, NY, 163--179.

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  • (2016)Investigating the Use of a Mobile Crowdsourcing Application for Public Engagement in a Smart CityDigital Libraries: Knowledge, Information, and Data in an Open Access Society10.1007/978-3-319-49304-6_13(98-103)Online publication date: 15-Nov-2016

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  1. Games for Crowdsourcing Mobile Content: An Analysis of Contribution Patterns

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    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
    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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    New York, NY, United States

    Publication History

    Published: 19 June 2016

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    Author Tags

    1. content analysis
    2. crowdsourcing games
    3. mobile content

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    JCDL '16 Paper Acceptance Rate 15 of 52 submissions, 29%;
    Overall Acceptance Rate 415 of 1,482 submissions, 28%

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    • (2016)Investigating the Use of a Mobile Crowdsourcing Application for Public Engagement in a Smart CityDigital Libraries: Knowledge, Information, and Data in an Open Access Society10.1007/978-3-319-49304-6_13(98-103)Online publication date: 15-Nov-2016

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