GamifIR '14Pub Date : 2014-04-13DOI: 10.1145/2594776.2594790
Bojana Dumeljic, M. Larson, A. Bozzon
{"title":"Moody closet: exploring intriguing new views on wardrobe recommendation","authors":"Bojana Dumeljic, M. Larson, A. Bozzon","doi":"10.1145/2594776.2594790","DOIUrl":"https://doi.org/10.1145/2594776.2594790","url":null,"abstract":"This paper introduces Moody Closet, a mobile application for the management of a personal wardrobe with a personalized outfit recommender. To provide incentive for the users to add content and express their preferences, the system provides an easy and enjoyable interaction, which delivers new perspectives on their closets. In particular, we focus on the mood of the wearer, which is considered to be an intriguing trigger capable of prompting the contribution of information needed to feed a recommendation system. An exploratory study with a small set of users provides an initial demonstration that the concept has the potential to fascinate users and motivate them to contribute. We demonstrate a working prototype which showcases the addition of content and the triggers provided to motivate this process.","PeriodicalId":170006,"journal":{"name":"GamifIR '14","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132591709","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
GamifIR '14Pub Date : 2014-04-13DOI: 10.1145/2594776.2594787
Jiyin He, M. Bron, L. Azzopardi, A. D. Vries
{"title":"Studying user browsing behavior through gamified search tasks","authors":"Jiyin He, M. Bron, L. Azzopardi, A. D. Vries","doi":"10.1145/2594776.2594787","DOIUrl":"https://doi.org/10.1145/2594776.2594787","url":null,"abstract":"Typical crowdsourcing tasks ask workers to label images or make relevance judgements, as a low cost alternative to lab based user studies. More recently, gamification has been employed as a way to make these tasks more appealing and so users play, rather than work. One observation is that differences in task design and incentives elicits different player behavior. In this paper we discuss a new type of task, where we aim at eliciting player behavior that resembles user behavior when performing a search task. Care should be taken in the design of a gamified version of such a task to allow players to complete tasks with a limited amount of effort and time, without changing the behavior to be studied. We discuss the motivation of the abstractions and design choices we have made in achieving this goal. We then analyze whether and how these abstractions and design choices influence our observations of player behaviors.","PeriodicalId":170006,"journal":{"name":"GamifIR '14","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114254686","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
GamifIR '14Pub Date : 2014-04-13DOI: 10.1145/2594776.2594781
M. Brenner, Navid Mirza, E. Izquierdo
{"title":"People recognition using gamified ambiguous feedback","authors":"M. Brenner, Navid Mirza, E. Izquierdo","doi":"10.1145/2594776.2594781","DOIUrl":"https://doi.org/10.1145/2594776.2594781","url":null,"abstract":"We present a semi-supervised approach to recognize faces or people while incorporating crowd-sourced and gamified feedback to iteratively improve recognition accuracy. Unlike traditional approaches which are often limited to explicit feedback, we model ambiguous feedback information that we implicitly gather through a crowd that plays a game. We devise a graph-based recognition approach that incorporates such ambiguous feedback to jointly recognize people across an entire dataset. Multiple experiments demonstrate the effectiveness of our gamified feedback approach.","PeriodicalId":170006,"journal":{"name":"GamifIR '14","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114434426","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
GamifIR '14Pub Date : 2014-04-13DOI: 10.1145/2594776.2594782
Dinesh Pothineni, Pratik Mishra, Aadil Rasheed, D. Sundararajan
{"title":"Incentive design to mould online behavior: a game mechanics perspective","authors":"Dinesh Pothineni, Pratik Mishra, Aadil Rasheed, D. Sundararajan","doi":"10.1145/2594776.2594782","DOIUrl":"https://doi.org/10.1145/2594776.2594782","url":null,"abstract":"Designing incentives to shape user behavior in line with system goals is a precarious feat. These goals can be diverse, ranging from user retention to streamlining content creation. Yet there is no playbook available in the art to be applied on such motivation problems. Pertaining to website rollout strategies, there exists a commonality in goals shared by businesses owners. We deployed an innovative incentive model in our enterprise social network knome to aid these goals. In this paper, we study how awarding points using 'Incentive Economy' strategy can mould online user behavior, in a way to meet the founding goals of a platform. We proposed few measures that can be adopted by other website owners to reach their behavior goals using game mechanics. With about 288,273 employees in TCS generating millions of interactions well over the span of 14 months, we extracted several interesting observations from knome. To our knowledge this is one of the largest studies of its nature done in enterprise settings, which in itself exposed unknown challenges. Our output suggests that incentives are effective in moulding user behaviour when coupled with right motivational strategies and targeted delivery, varying with personality types. Additional contributions include, an awarding strategy that can help websites to measure the effectiveness of individual game mechanics and incentives.","PeriodicalId":170006,"journal":{"name":"GamifIR '14","volume":"222 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122399682","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
GamifIR '14Pub Date : 2014-04-13DOI: 10.1145/2594776.2594779
Jon Chamberlain
{"title":"The annotation-validation (AV) model: rewarding contribution using retrospective agreement","authors":"Jon Chamberlain","doi":"10.1145/2594776.2594779","DOIUrl":"https://doi.org/10.1145/2594776.2594779","url":null,"abstract":"Evaluating contributions from users of systems with large datasets is a challenge across many domains, from task assessment in crowdsourcing to document relevance in information retrieval. This paper introduces a model for rewarding and evaluating users using retrospective validation, with only a small gold standard required to initiate the system. A simulation of the model shows that users are rewarded appropriately for high quality responses however analysis of data from an implementation of the model in a text annotation game indicates it may not be sophisticated enough to predict user performance.","PeriodicalId":170006,"journal":{"name":"GamifIR '14","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130304601","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}