Games Crowd-Powered Systems Alexander J. Quinn April 16, 2015

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Games

Crowd-Powered SystemsAlexander J. Quinn

April 16, 2015

Motivation

Fun(Quinn & Bederson 2011)

ESP Game

In 4 months…

13,630 players 80% played on multiple days 33 played for >50 hours (each) 1,271,451 labels for 293,760 images

Cost per label: $0.00(von Ahn et al 2004)

Gamification

“the use of game design elementsin non-game contexts”

(Deterding et al, MindTrek 2011)

“… non-game context”

“… game design elements …”

points

reputation

“… game design elements …”

points

skill acquisition

“… game design elements …”

privileges

Fun games

challenge

curiosity

fantasy

uncertainty

(Malone 1982; Shneiderman 2004)

usability

reliability

Fun interfaces

alluring metaphors

compelling content

attractive graphics

appealing animations

satisfying sounds

(Shneiderman 2003)

Not fun

Not fun

Flow

(Chad Renando 12/2013, sideways thoughts blog)

Flow

Clear set of goals and progress

Clear and immediate feedback

Balance perceived challenges with own skills

(Csikszentmihalyi 2005; Wikipedia)

Flow

(Oliverbeatson, via Wikipedia)

Flow