Abstract
This study investigates how different gamification implementations can increase crowdsourcees' motivation and participation in crowdsourcing (CS). To this end, we review empirical literature that has investigated the use of gamification in crowdsourcing settings. Overall, the results of the review indicate that gamification has been an effective approach for increasing crowdsourcing participation. When comparing crowdcreating, -solving, -processing and-rating CS approaches, the results show differences in the use of gamification across CS types. Crowdsourcing initiatives that provide more monotonous tasks most commonly used mere points and other simpler gamification implementations, whereas CS initiatives that seek for diverse and creative contributions have employed gamification in more manifold ways employing a richer set of mechanics. These findings provide insights for designers of gamified systems and further research on the topics of gamification and crowdsourcing.
| Original language | English |
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| Title of host publication | Proceedings of the 49th Annual Hawaii International Conference on System Sciences (HICSS) |
| Place of Publication | Hawaii, USA |
| Publisher | IEEE |
| Pages | 4375-4384 |
| ISBN (Electronic) | 978-0-7695-5670-3 |
| DOIs | |
| Publication status | Published - 2016 |
| Publication type | A4 Article in conference proceedings |
| Event | Hawaii International Conference on System Sciences (HICSS) - Duration: 5 Jan 2016 → 8 Jan 2016 |
Conference
| Conference | Hawaii International Conference on System Sciences (HICSS) |
|---|---|
| Period | 5/01/16 → 8/01/16 |
Publication forum classification
- Publication forum level 1