37 research outputs found
Third International Workshop on Gamification for Information Retrieval (GamifIR'16)
Stronger engagement and greater participation is often crucial
to reach a goal or to solve an issue. Issues like the emerging
employee engagement crisis, insufficient knowledge sharing,
and chronic procrastination. In many cases we need and
search for tools to beat procrastination or to change people’s
habits. Gamification is the approach to learn from often fun,
creative and engaging games. In principle, it is about understanding
games and applying game design elements in a
non-gaming environments. This offers possibilities for wide
area improvements. For example more accurate work, better
retention rates and more cost effective solutions by relating
motivations for participating as more intrinsic than conventional
methods. In the context of Information Retrieval (IR)
it is not hard to imagine that many tasks could benefit from
gamification techniques. Besides several manual annotation
tasks of data sets for IR research, user participation is important
in order to gather implicit or even explicit feedback
to feed the algorithms. Gamification, however, comes with
its own challenges and its adoption in IR is still in its infancy.
Given the enormous response to the first and second
GamifIR workshops that were both co-located with ECIR,
and the broad range of topics discussed, we now organized
the third workshop at SIGIR 2016 to address a range of
emerging challenges and opportunities
GamifIR 2016: SIGIR 2016 Workshop on Gamification for Information Retrieval
The third workshop on Gamification for Information Retrieval (GamifIR) took place on the 21th of July 2016 in conjunction with SIGIR 2016 in Pisa, Italy. It was the first GamifIR held in conjunction with the SIGIR, the first and second GamifIR workshops were both colocated with ECIR. The workshop program included one invited keynote presentation, seven paper presentations and a discussion session. The keynote presentation stated the necessity of proper theory for gamification design and resulting opportunities. The paper presentation covered studies on diverse areas and approaches for the application of gamification
Increasing Engagement with the Library via Gamification
One of the main challenges faced by providers of interactive information access systems is to engage users in the use their systems. The library sector in particular can benefit significantly from increased user engagement. In this short paper, we present a preliminary analysis of a university library system that aims to trigger users' extrinsic motivation to increase their interaction with the system. Results suggest that different user groups react in different ways to such 'gamified' systems
Third International Workshop on Gamification
Stronger engagement and greater participation is often crucial
to reach a goal or to solve an issue. Issues like the emerging
employee engagement crisis, insufficient knowledge sharing,
and chronic procrastination. In many cases we need and
search for tools to beat procrastination or to change people’s
habits. Gamification is the approach to learn from often fun,
creative and engaging games. In principle, it is about understanding
games and applying game design elements in a
non-gaming environments. This offers possibilities for wide
area improvements. For example more accurate work, better
retention rates and more cost effective solutions by relating
motivations for participating as more intrinsic than conventional
methods. In the context of Information Retrieval (IR)
it is not hard to imagine that many tasks could benefit from
gamification techniques. Besides several manual annotation
tasks of data sets for IR research, user participation is important
in order to gather implicit or even explicit feedback
to feed the algorithms. Gamification, however, comes with
its own challenges and its adoption in IR is still in its infancy.
Given the enormous response to the first and second
GamifIR workshops that were both co-located with ECIR,
and the broad range of topics discussed, we now organized
the third workshop at SIGIR 2016 to address a range of
emerging challenges and opportunities
A game of search
Searching is central to our existence. The search for water, food and shelter. The search for employment, transport and love. Searching for things to do, places to go, and people to meet. Of course, in Information Retrieval, we are primarily concerned with the search for information, knowledge and wisdom. If searching is so central to our lives, then are there underlying search strategies that define how we search, and invariably how successful we are? Information Foraging Theory posits that our search behaviour is similar to how animals forage for food (as it is derived from Optimal Foraging Theory). But do people search in such a manner? And how can we test such a theory, when so many factors inuence people's search interaction, behaviours and outcomes? In this talk, I will describe my search for mechanisms to test such theory - specifically focusing on games and gamification as a way to abstract the problem down so that experiments can be conducted in a controlled and precise manner
Gamification in Crowdsourcing: A Review
This study investigates how different gamification implementations can increase crowdsourcees' motivation and participation in crowdsourcing (CS). To this end, we review empirical literature that has investigated the use of gamification in crowdsourcing settings. Overall, the results of the review indicate that gamification has been an effective approach for increasing crowdsourcing participation. When comparing crowdcreating,-solving,-processing and-rating CS approaches, the results show differences in the use of gamification across CS types. Crowdsourcing initiatives that provide more monotonous tasks most commonly used mere points and other simpler gamification implementations, whereas CS initiatives that seek for diverse and creative contributions have employed gamification in more manifold ways employing a richer set of mechanics. These findings provide insights for designers of gamified systems and further research on the topics of gamification and crowdsourcing
Razvoj platforme Trubadur in novi izzivi v prihajajoÄŤih letih
Trubadur je odprtokodna platforma za urjenje glasbenega posluha z avtomatiziranimi vajami ritmičnega in intervalnega nareka. Platformo smo ovrednotili z dijaki Konservatorija za glasbo in balet Ljubljana v šolskih letih 2018/19–2020/21. Rezultati evalvacije so pokazali, da lahko uporaba platforme poveča uspešnost pri testih in predstavlja dopolnitev učenja na daljavo
The Gamification of Crowdsourcing Systems: Empirical Investigations and Design
Recent developments in modern information and communication technologies have spawned two rising phenomena, gamification and crowdsourcing, which are increasingly being combined into gamified crowdsourcing systems. While a growing number of organizations employ crowdsourcing as a way to outsource tasks related to the inventing, producing, funding, or distributing of their products and services to the crowd – a large group of people reachable via the internet – crowdsourcing initiatives become enriched with design features from games to motivate the crowd to participate in these efforts. From a practical perspective, this combination seems intuitively appealing, since using gamification in crowdsourcing systems promises to increase motivations, participation and output quality, as well as to replace traditionally used financial incentives. However, people in large groups all have individual interests and motivations, which makes it complex to design gamification approaches for crowds. Further, crowdsourcing systems exist in various forms and are used for various tasks and problems, thus requiring different incentive mechanisms for different crowdsourcing types. The lack of a coherent understanding of the different facets of gamified crowdsourcing systems and the lack of knowledge about the motivational and behavioral effects of applying various types of gamification features in different crowdsourcing systems inhibit us from designing solutions that harness gamification’s full potential. Further, previous research canonically uses competitive gamification, although crowdsourcing systems often strive to produce cooperative outcomes. However, the potentially relevant field of cooperative gamification has to date barely been explored. With a specific focus on these shortcomings, this dissertation presents several studies to advance the understanding of using gamification in crowdsourcing systems