{"title":"面向众包移动内容的游戏:贡献模式分析","authors":"D. Goh, Ei Pa Pa Pe-Than, C. S. Lee","doi":"10.1145/2910896.2925455","DOIUrl":null,"url":null,"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.","PeriodicalId":109613,"journal":{"name":"2016 IEEE/ACM Joint Conference on Digital Libraries (JCDL)","volume":"62 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Games for crowdsourcing mobile content: An analysis of contribution patterns\",\"authors\":\"D. Goh, Ei Pa Pa Pe-Than, C. S. Lee\",\"doi\":\"10.1145/2910896.2925455\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":109613,\"journal\":{\"name\":\"2016 IEEE/ACM Joint Conference on Digital Libraries (JCDL)\",\"volume\":\"62 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-06-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 IEEE/ACM Joint Conference on Digital Libraries (JCDL)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2910896.2925455\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE/ACM Joint Conference on Digital Libraries (JCDL)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2910896.2925455","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Games for crowdsourcing mobile content: An analysis of contribution patterns
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.