B. Buikstra, R. Kortmann, Eric Klaassen, L. Rook, A. Verbraeck
{"title":"追求证据:游戏化在线市场的设计和实证研究","authors":"B. Buikstra, R. Kortmann, Eric Klaassen, L. Rook, A. Verbraeck","doi":"10.1145/2818187.2818291","DOIUrl":null,"url":null,"abstract":"Gamification seems a promising method to engage people and stimulate their activity, both offline and online, but has a dearth of empirical evidence in scientific literature. This study investigated whether gamification can have a positive effect on the amount of user-generated content on online marketplaces. Two similar gamification treatments were designed for the mobile website of OLX India, a marketplace for used goods. The treatments were quantitatively evaluated in a double-blind controlled experiment on 51,103 OLX users, who were randomly selected and evenly assigned to a control group and two treatment groups. The users who actively engaged with either of the treatments created more than 6 times as much content as users who did not engage with the treatments, resulting in an overall content increase of over 18% for the treatment groups compared to the control group. Gamification on online marketplaces is effective for users who actively interact with a treatment, not for all users per se.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"64 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"In pursuit of evidence: a design and empirical study of a gamified online marketplace\",\"authors\":\"B. Buikstra, R. Kortmann, Eric Klaassen, L. Rook, A. Verbraeck\",\"doi\":\"10.1145/2818187.2818291\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification seems a promising method to engage people and stimulate their activity, both offline and online, but has a dearth of empirical evidence in scientific literature. This study investigated whether gamification can have a positive effect on the amount of user-generated content on online marketplaces. Two similar gamification treatments were designed for the mobile website of OLX India, a marketplace for used goods. The treatments were quantitatively evaluated in a double-blind controlled experiment on 51,103 OLX users, who were randomly selected and evenly assigned to a control group and two treatment groups. The users who actively engaged with either of the treatments created more than 6 times as much content as users who did not engage with the treatments, resulting in an overall content increase of over 18% for the treatment groups compared to the control group. Gamification on online marketplaces is effective for users who actively interact with a treatment, not for all users per se.\",\"PeriodicalId\":243393,\"journal\":{\"name\":\"Proceedings of the 19th International Academic Mindtrek Conference\",\"volume\":\"64 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-09-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 19th International Academic Mindtrek Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2818187.2818291\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 19th International Academic Mindtrek Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2818187.2818291","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
In pursuit of evidence: a design and empirical study of a gamified online marketplace
Gamification seems a promising method to engage people and stimulate their activity, both offline and online, but has a dearth of empirical evidence in scientific literature. This study investigated whether gamification can have a positive effect on the amount of user-generated content on online marketplaces. Two similar gamification treatments were designed for the mobile website of OLX India, a marketplace for used goods. The treatments were quantitatively evaluated in a double-blind controlled experiment on 51,103 OLX users, who were randomly selected and evenly assigned to a control group and two treatment groups. The users who actively engaged with either of the treatments created more than 6 times as much content as users who did not engage with the treatments, resulting in an overall content increase of over 18% for the treatment groups compared to the control group. Gamification on online marketplaces is effective for users who actively interact with a treatment, not for all users per se.