5 research outputs found

    Exploring employment opportunities through microtasks via cybercafes

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    Microwork in cybercafés is a promising tool for poverty alleviation. For those who cannot afford a computer, cybercafés can serve as a simple payment channel and as a platform to work. However, there are questions about whether workers are interested in working in cybercafés, whether cybercafé owners are willing to host such a set up, and whether workers are skilled enough to earn an acceptable pay rate? We designed experiments in internet/cyber cafes in India and Kenya to investigate these issues. We also investigated whether computers make workers more productive than mobile platforms? In surveys, we found that 99% of the users wanted to continue with the experiment in cybercafé, while 8 of 9 cybercafé owners showed interest to host this experiment. User typing speed was adequate to earn a pay rate comparable to their existing wages, and the fastest workers were approximately twice as productive usi

    Game dynamics that support snacking, not feasting

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    \u3cp\u3ePlayer experience research tends to focus on immersive games that draw us into a single play session for hours; however, for casual games played on mobile devices, a pattern of brief daily interaction—called snacking—may be most profitable for companies and most enjoyable for players. To inform the design of snacking games, we conducted a content analysis of game mechanics in successful commercial casual games known to foster this pattern. We identified five single-player game dynamics: Instant Rewards, Novelty, Mission Completion, Waiting, and Blocking. After situating them in theories of motivation, we developed a game in which game mechanics that foster each dynamic can be included individually, and conducted two studies to establish their relative efficacy in fostering the behavioural pattern of snacking, finding significant potential in Novelty and Waiting. Our work informs the design of games in which regular and brief interaction is desired.\u3c/p\u3

    Game dynamics that support snacking, not feasting

    No full text
    Player experience research tends to focus on immersive games that draw us into a single play session for hours; however, for casual games played on mobile devices, a pattern of brief daily interaction—called snacking—may be most profitable for companies and most enjoyable for players. To inform the design of snacking games, we conducted a content analysis of game mechanics in successful commercial casual games known to foster this pattern. We identified five single-player game dynamics: Instant Rewards, Novelty, Mission Completion, Waiting, and Blocking. After situating them in theories of motivation, we developed a game in which game mechanics that foster each dynamic can be included individually, and conducted two studies to establish their relative efficacy in fostering the behavioural pattern of snacking, finding significant potential in Novelty and Waiting. Our work informs the design of games in which regular and brief interaction is desired

    Taking a bite out of nutrition and arbovirus infection

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