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

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

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

Page 1: Games Crowd-Powered Systems Alexander J. Quinn April 16, 2015.

Games

Crowd-Powered SystemsAlexander J. Quinn

April 16, 2015

Page 2: Games Crowd-Powered Systems Alexander J. Quinn April 16, 2015.

Motivation

Fun(Quinn & Bederson 2011)

Page 3: Games Crowd-Powered Systems Alexander J. Quinn April 16, 2015.

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)

Page 4: Games Crowd-Powered Systems Alexander J. Quinn April 16, 2015.

Gamification

“the use of game design elementsin non-game contexts”

(Deterding et al, MindTrek 2011)

Page 5: Games Crowd-Powered Systems Alexander J. Quinn April 16, 2015.

“… non-game context”

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“… game design elements …”

points

reputation

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“… game design elements …”

points

skill acquisition

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“… game design elements …”

privileges

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Fun games

challenge

curiosity

fantasy

uncertainty

(Malone 1982; Shneiderman 2004)

usability

reliability

Page 10: Games Crowd-Powered Systems Alexander J. Quinn April 16, 2015.

Fun interfaces

alluring metaphors

compelling content

attractive graphics

appealing animations

satisfying sounds

(Shneiderman 2003)

Page 11: Games Crowd-Powered Systems Alexander J. Quinn April 16, 2015.

Not fun

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Not fun

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Flow

(Chad Renando 12/2013, sideways thoughts blog)

Page 14: Games Crowd-Powered Systems Alexander J. Quinn April 16, 2015.

Flow

Clear set of goals and progress

Clear and immediate feedback

Balance perceived challenges with own skills

(Csikszentmihalyi 2005; Wikipedia)

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Flow

(Oliverbeatson, via Wikipedia)

Page 16: Games Crowd-Powered Systems Alexander J. Quinn April 16, 2015.

Flow

Page 17: Games Crowd-Powered Systems Alexander J. Quinn April 16, 2015.