Walking with Geo-Zombie: A pervasive game to engage people in urban crowdsourcing

Catia Prandi, P. Salomoni, M. Roccetti, Valentina Nisi, N. Nunes
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引用次数: 19

Abstract

In this paper we present results gathered from field trials while using a pervasive game, called Geo-Zombie. It intermixes reality with virtual zombies, providing a game experience to be lived in the urban environment. Geo-Zombie is designed for a specific goal: engaging people in collecting geo-referenced data about urban accessibility. The game has been designed with the aim to involve a large number of players/volunteers in the activity of signaling urban barriers while walking. To get ammo to react to a zombie attack, in fact, players can sense/map (crowdsensing) urban barriers and facilities and transmit those information back to an operative center (crowdsourcing). With the aim to assess the efficacy of Geo-Zombie, we conducted real experiments contrasting three different mobile apps, specifically designed to: i) simply collect urban information without providing any gaming experience (Basic), ii) reward volunteers that participate in the crowdsourcing activity (Reward), and iii) provide fun and entertainment to players who contribute (Geo-Zombie). We here provide results along two different perspectives: a quantitative one (e.g., number of collected data and similar) and a qualitative one (i.e., the players' experience). These results confirm the feasibility and suitability of our approach and stimulate interesting discussions.
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Walking with Geo-Zombie:一款让人们参与城市众包的普及游戏
在这篇论文中,我们展示了使用一种名为Geo-Zombie的普遍游戏进行实地试验的结果。它将现实与虚拟僵尸相结合,提供了一种生活在城市环境中的游戏体验。Geo-Zombie是为一个特定的目标而设计的:吸引人们收集有关城市可达性的地理参考数据。这个游戏的设计目的是让大量的玩家/志愿者在步行时参与到城市障碍物的信号活动中。事实上,为了获得应对僵尸攻击的弹药,玩家可以感知/绘制城市障碍和设施的地图,并将这些信息传送回操作中心(众包)。为了评估Geo-Zombie的功效,我们进行了真实的实验,对比了三种不同的移动应用程序,专门设计为:i)简单地收集城市信息而不提供任何游戏体验(基本),ii)奖励参与众包活动的志愿者(奖励),以及iii)为贡献的玩家提供乐趣和娱乐(Geo-Zombie)。我们在此提供两个不同视角的结果:定量视角(如收集数据的数量等)和定性视角(如玩家体验)。这些结果证实了我们的方法的可行性和适用性,并激发了有趣的讨论。
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