34 research outputs found

    Gamification in crowdsourcing: A review

    Get PDF

    User Roles in Virtual Community of Crowdsourcing for Innovation: A Case Study of Xiaomi MIUI in China

    Get PDF
    Crowdsourcing innovation, as a new innovation pattern, helps companies reduce the risks and costs of innovation, which has received widespread attention and practical application. What is critical for improving crowdsourcing innovation performance is to understand the heterogeneity of participating users deeply, guide and motivate users to participate actively. Based on the typical characteristics of crowdsourcing innovation communities, this paper proposes a model integrating social network analysis (SNA) & K-means clustering algorithm to identify participants’ roles and conducting empirical research with Xiaomi MIUI community. The result indicates that users can be divided into nine categories: active user, positive user, negative user, bystander, creative contributor, faithful supporter, tourist, and new participant. In order to provide decision support for enterprises to govern crowdsourcing innovation virtual community effectively and improve innovation performance, this paper analyses the behavioural characteristics of each user role from two dimensions: interaction behaviour and contribution behaviour

    Tailoring a Points Scoring Mechanism for Crowd-Based Knowledge Pooling

    Get PDF
    We address the design of point scoring mechanisms in games for crowds, to promote user motivations to contribute knowledge. We measure the effectiveness of the scoring mechanism on users’ performance across three types of crowd: general public, students in their field of study, general students. The conditions were: reward-free games (control group) and two reward-based systems differing in the algorithm applied (linear y=3x vs. exponential y=6ex). Results support the importance of the mathematical function of scores assignment as a motivator for knowledge contribution, and indicate that the effect of the scoring mechanism design should be tailored according to the type of crowd. These findings provide insights for designers of gamified systems on how to improve knowledge contributions in crowd-based systems

    Crowding the library : how and why libraries are using crowdsourcing to engage the public

    Get PDF
    Over the past 10 years, there has been a noticeable increase of crowdsourcing projects in cultural heritage institutions, where digital technologies are being used to open up their collections and encourage the public to engage with them in a very direct way. Libraries, archives and museums have long had a history and mandate of outreach and public engagement but crowdsourcing marks a move towards a more participatory and inclusive model of engagement. If a library wants to start a crowdsourcing project, what do they need to know? This article is written from a Canadian University library perspective with the goal to help the reader engage with the current crowdsourcing landscape. This article’s contribution includes a literature review and a survey of popular projects and platforms; followed by a case study of a crowdsourcing pilot completed at the McGill Library. The article pulls these two threads of theory and practice together—with a discussion of some of the best practices learned through the literature and real-life experience, giving the reader practical tools to help a library evaluate if crowdsourcing is right for them, and how to get a desired project off the ground

    Understanding Crowdsourcing Contest Fitness Strategic Decision Factors and Performance: An Expectation-Confirmation Theory Perspective

    Get PDF
    Contest-based intermediary crowdsourcing represents a powerful new business model for generating ideas or solutions by engaging the crowd through an online competition. Prior research has examined motivating factors such as increased monetary reward or demotivating factors such as project requirement ambiguity. However, problematic issues related to crowd contest fitness have received little attention, particularly with regard to crowd strategic decision-making and contest outcomes that are critical for success of crowdsourcing platforms as well as implementation of crowdsourcing models in organizations. Using Expectation-Confirmation Theory (ECT), we take a different approach that focuses on contest level outcomes by developing a model to explain contest duration and performance. We postulate these contest outcomes are a function of managing crowdsourcing participant contest-fitness expectations and disconfirmation, particularly during the bidding process. Our empirical results show that contest fitness expectations and disconfirmation have an overall positive effect on contest performance. This study contributes to theory by demonstrating the adaptability of ECT literature to the online crowdsourcing domain at the level of the project contest. For practice, important insights regarding strategic decision making and understanding how crowd contest-fitness are observed for enhancing outcomes related to platform viability and successful organizational implementation

    Modeling and Simulation Study of Designer’s Bidirectional Behavior of Task Selection in Open Source Design Process

    Get PDF
    Open source design (OSD) is an emerging mode of product design. In OSD process, how to select right tasks directly influences the efficiency and quality of task completion, hence impacting the whole evolution process of OSD. In this paper, designer’s bidirectional behavior of task selection integrating passive selection based on website recommendation and autonomous selection is modeled. First, the model of passive selection behavior by website recommendation is proposed with application of collaborative filtering algorithm, based on a three-dimensional matrix including information of design agents, tasks, and skills; second, the model of autonomous selection behavior is described in consideration of factors such as skill and incentive; third, the model of bidirectional selection behavior is described integrating the aforementioned two selection algorithms. At last, contrast simulation analysis of bidirectional selection, passive selection based on website recommendation, and autonomous selection is proposed with ANOVA, and results show that task selection behavior has significant effect on OSD evolution process and that bidirectional selection behavior is more effective to shorten evolution cycle according to the experiment settings. In addition, the simulation study testifies the model of bidirectional selection by describing the task selection process of OSD in microperspective

    Designing Cooperative Gamification: Conceptualization and Prototypical Implementation

    Get PDF
    Organizations deploy gamification in CSCW systems to enhance motivation and behavioral outcomes of users. However, gamification approaches often cause competition between users, which might be inappropriate for working environments that seek cooperation. Drawing on the social interdependence theory, this paper provides a classification for gamification features and insights about the design of cooperative gamification. Using the example of an innovation community of a German engineering company, we present the design of a cooperative gamification approach and results from a first experimental evaluation. The findings indicate that the developed gamification approach has positive effects on perceived enjoyment and the intention towards knowledge sharing in the considered innovation community. Besides our conceptual contribution , our findings suggest that cooperative gamification may be beneficial for cooperative working environments and represents a promising field for future research
    corecore