5 research outputs found
Exploring employment opportunities through microtasks via cybercafes
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
\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
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