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Gamified crowdsourcing: Conceptualization, literature review, and future agenda

Tutkimustuotosvertaisarvioitu

Standard

Gamified crowdsourcing : Conceptualization, literature review, and future agenda. / Morschheuser, Benedikt; Hamari, Juho; Koivisto, Jonna; Maedche, Alexander.

julkaisussa: International Journal of Human-Computer Studies, Vuosikerta 106, 01.10.2017, s. 26-43.

Tutkimustuotosvertaisarvioitu

Harvard

Morschheuser, B, Hamari, J, Koivisto, J & Maedche, A 2017, 'Gamified crowdsourcing: Conceptualization, literature review, and future agenda', International Journal of Human-Computer Studies, Vuosikerta. 106, Sivut 26-43. https://doi.org/10.1016/j.ijhcs.2017.04.005

APA

Morschheuser, B., Hamari, J., Koivisto, J., & Maedche, A. (2017). Gamified crowdsourcing: Conceptualization, literature review, and future agenda. International Journal of Human-Computer Studies, 106, 26-43. https://doi.org/10.1016/j.ijhcs.2017.04.005

Vancouver

Morschheuser B, Hamari J, Koivisto J, Maedche A. Gamified crowdsourcing: Conceptualization, literature review, and future agenda. International Journal of Human-Computer Studies. 2017 loka 1;106:26-43. https://doi.org/10.1016/j.ijhcs.2017.04.005

Author

Morschheuser, Benedikt ; Hamari, Juho ; Koivisto, Jonna ; Maedche, Alexander. / Gamified crowdsourcing : Conceptualization, literature review, and future agenda. Julkaisussa: International Journal of Human-Computer Studies. 2017 ; Vuosikerta 106. Sivut 26-43.

Bibtex - Lataa

@article{52deda0b10ff4dbd9c429356c028ad38,
title = "Gamified crowdsourcing: Conceptualization, literature review, and future agenda",
abstract = "Two parallel phenomena are gaining attention in human–computer interaction research: gamification and crowdsourcing. Because crowdsourcing's success depends on a mass of motivated crowdsourcees, crowdsourcing platforms have increasingly been imbued with motivational design features borrowed from games; a practice often called gamification. While the body of literature and knowledge of the phenomenon have begun to accumulate, we still lack a comprehensive and systematic understanding of conceptual foundations, knowledge of how gamification is used in crowdsourcing, and whether it is effective. We first provide a conceptual framework for gamified crowdsourcing systems in order to understand and conceptualize the key aspects of the phenomenon. The paper's main contributions are derived through a systematic literature review that investigates how gamification has been examined in different types of crowdsourcing in a variety of domains. This meticulous mapping, which focuses on all aspects in our framework, enables us to infer what kinds of gamification efforts are effective in different crowdsourcing approaches as well as to point to a number of research gaps and lay out future research directions for gamified crowdsourcing systems. Overall, the results indicate that gamification has been an effective approach for increasing crowdsourcing participation and the quality of the crowdsourced work; however, differences exist between different types of crowdsourcing: the research conducted in the context of crowdsourcing of homogenous tasks has most commonly used simple gamification implementations, such as points and leaderboards, whereas crowdsourcing implementations that seek diverse and creative contributions employ gamification with a richer set of mechanics.",
keywords = "Crowdsourcing, Gamification, Human computation, Literature review, Persuasive technology, Research agenda",
author = "Benedikt Morschheuser and Juho Hamari and Jonna Koivisto and Alexander Maedche",
year = "2017",
month = "10",
day = "1",
doi = "10.1016/j.ijhcs.2017.04.005",
language = "English",
volume = "106",
pages = "26--43",
journal = "International Journal of Human-Computer Studies",
issn = "1071-5819",
publisher = "Elsevier",

}

RIS (suitable for import to EndNote) - Lataa

TY - JOUR

T1 - Gamified crowdsourcing

T2 - Conceptualization, literature review, and future agenda

AU - Morschheuser, Benedikt

AU - Hamari, Juho

AU - Koivisto, Jonna

AU - Maedche, Alexander

PY - 2017/10/1

Y1 - 2017/10/1

N2 - Two parallel phenomena are gaining attention in human–computer interaction research: gamification and crowdsourcing. Because crowdsourcing's success depends on a mass of motivated crowdsourcees, crowdsourcing platforms have increasingly been imbued with motivational design features borrowed from games; a practice often called gamification. While the body of literature and knowledge of the phenomenon have begun to accumulate, we still lack a comprehensive and systematic understanding of conceptual foundations, knowledge of how gamification is used in crowdsourcing, and whether it is effective. We first provide a conceptual framework for gamified crowdsourcing systems in order to understand and conceptualize the key aspects of the phenomenon. The paper's main contributions are derived through a systematic literature review that investigates how gamification has been examined in different types of crowdsourcing in a variety of domains. This meticulous mapping, which focuses on all aspects in our framework, enables us to infer what kinds of gamification efforts are effective in different crowdsourcing approaches as well as to point to a number of research gaps and lay out future research directions for gamified crowdsourcing systems. Overall, the results indicate that gamification has been an effective approach for increasing crowdsourcing participation and the quality of the crowdsourced work; however, differences exist between different types of crowdsourcing: the research conducted in the context of crowdsourcing of homogenous tasks has most commonly used simple gamification implementations, such as points and leaderboards, whereas crowdsourcing implementations that seek diverse and creative contributions employ gamification with a richer set of mechanics.

AB - Two parallel phenomena are gaining attention in human–computer interaction research: gamification and crowdsourcing. Because crowdsourcing's success depends on a mass of motivated crowdsourcees, crowdsourcing platforms have increasingly been imbued with motivational design features borrowed from games; a practice often called gamification. While the body of literature and knowledge of the phenomenon have begun to accumulate, we still lack a comprehensive and systematic understanding of conceptual foundations, knowledge of how gamification is used in crowdsourcing, and whether it is effective. We first provide a conceptual framework for gamified crowdsourcing systems in order to understand and conceptualize the key aspects of the phenomenon. The paper's main contributions are derived through a systematic literature review that investigates how gamification has been examined in different types of crowdsourcing in a variety of domains. This meticulous mapping, which focuses on all aspects in our framework, enables us to infer what kinds of gamification efforts are effective in different crowdsourcing approaches as well as to point to a number of research gaps and lay out future research directions for gamified crowdsourcing systems. Overall, the results indicate that gamification has been an effective approach for increasing crowdsourcing participation and the quality of the crowdsourced work; however, differences exist between different types of crowdsourcing: the research conducted in the context of crowdsourcing of homogenous tasks has most commonly used simple gamification implementations, such as points and leaderboards, whereas crowdsourcing implementations that seek diverse and creative contributions employ gamification with a richer set of mechanics.

KW - Crowdsourcing

KW - Gamification

KW - Human computation

KW - Literature review

KW - Persuasive technology

KW - Research agenda

U2 - 10.1016/j.ijhcs.2017.04.005

DO - 10.1016/j.ijhcs.2017.04.005

M3 - Article

VL - 106

SP - 26

EP - 43

JO - International Journal of Human-Computer Studies

JF - International Journal of Human-Computer Studies

SN - 1071-5819

ER -