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