游戏化如何影响众包:亚马逊土耳其机器人的案例

L. De Lellis
{"title":"游戏化如何影响众包:亚马逊土耳其机器人的案例","authors":"L. De Lellis","doi":"10.7557/23.6170","DOIUrl":null,"url":null,"abstract":"Since its very first appearance the concept of crowdsourcing has undergone major variations, coming to include highly heterogeneous phenomena such as Google’s data mining, exchanges on sharing economy platforms (e.g. Airbnb or eBay), contents production within creative communities online (e.g. Wikipedia) and much more. If one assumes a very broad perspective, it is eventually possible to extend the category of crowdsourcing to cover whatsoever phenomena involving the participation of the crowd online, as in fact has been done. On the contrary, I will argue that crowdsourcing – and in particular its microwork branch – represents the specific practice of extending outsourcing processes to a large, low-cost, scalable and flexible workforce, in order to generate greater added value for a supply chain. To develop this analysis, I will especially focus on the case of Amazon Mechanical Turk, and on how the operations carried out on this platform are primarily intended to manage the huge flow of information which spans across a supply chain. The practice of subcontracting to the crowd tasks previously carried out by employees or third-party suppliers highlights how crowdsourcing involves a reshaping of the supply chain, further extending it to a large network of individuals. Through crowdsourcing processes, companies are either able to replace or train AI, integrating human computation skills in algorithmic structures through simple, and oftentimes tedious, microtasks. In this context, processes of gamification are capable to put further downward pressure on already small piece-wages, as long as crowdworkers are rather willing to earn an even lower economic compensation, if it’s associated to challenging tasks; thus, to make a task more enjoyable through gamification could be an effective way to further reduce a supply chain’s expenditures in crowdsourcing, pushing forward labor exploitation practices structurally embedded in this phenomenon.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"46 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"How Gamification Affects Crowdsourcing: The Case of Amazon Mechanical Turk\",\"authors\":\"L. De Lellis\",\"doi\":\"10.7557/23.6170\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Since its very first appearance the concept of crowdsourcing has undergone major variations, coming to include highly heterogeneous phenomena such as Google’s data mining, exchanges on sharing economy platforms (e.g. Airbnb or eBay), contents production within creative communities online (e.g. Wikipedia) and much more. If one assumes a very broad perspective, it is eventually possible to extend the category of crowdsourcing to cover whatsoever phenomena involving the participation of the crowd online, as in fact has been done. On the contrary, I will argue that crowdsourcing – and in particular its microwork branch – represents the specific practice of extending outsourcing processes to a large, low-cost, scalable and flexible workforce, in order to generate greater added value for a supply chain. To develop this analysis, I will especially focus on the case of Amazon Mechanical Turk, and on how the operations carried out on this platform are primarily intended to manage the huge flow of information which spans across a supply chain. The practice of subcontracting to the crowd tasks previously carried out by employees or third-party suppliers highlights how crowdsourcing involves a reshaping of the supply chain, further extending it to a large network of individuals. Through crowdsourcing processes, companies are either able to replace or train AI, integrating human computation skills in algorithmic structures through simple, and oftentimes tedious, microtasks. In this context, processes of gamification are capable to put further downward pressure on already small piece-wages, as long as crowdworkers are rather willing to earn an even lower economic compensation, if it’s associated to challenging tasks; thus, to make a task more enjoyable through gamification could be an effective way to further reduce a supply chain’s expenditures in crowdsourcing, pushing forward labor exploitation practices structurally embedded in this phenomenon.\",\"PeriodicalId\":247562,\"journal\":{\"name\":\"Eludamos: Journal for Computer Game Culture\",\"volume\":\"46 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-04-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Eludamos: Journal for Computer Game Culture\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.7557/23.6170\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eludamos: Journal for Computer Game Culture","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.7557/23.6170","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

自首次出现以来,众包的概念经历了重大变化,包括高度异质的现象,如谷歌的数据挖掘,共享经济平台上的交流(如Airbnb或eBay),在线创意社区内的内容生产(如维基百科)等等。如果一个人假设一个非常广泛的视角,最终有可能扩展众包的范畴,以涵盖涉及在线人群参与的任何现象,事实上已经这样做了。相反,我认为众包——尤其是它的微工作分支——代表了将外包流程扩展到大型、低成本、可扩展和灵活的劳动力队伍的具体实践,以便为供应链产生更大的附加值。为了展开这一分析,我将特别关注亚马逊土耳其机器人的案例,以及在这个平台上进行的操作主要是如何管理跨越供应链的巨大信息流的。将之前由员工或第三方供应商执行的任务分包给众包的做法凸显了众包如何涉及供应链的重塑,并将其进一步扩展到一个庞大的个人网络。通过众包流程,公司可以替代或训练人工智能,通过简单、繁琐的微任务,将人类计算技能整合到算法结构中。在这种情况下,只要众包工人愿意获得更低的经济报酬,只要它与具有挑战性的任务相关,那么游戏化过程可能会给本已微薄的计件工资带来进一步的下行压力;因此,通过游戏化让任务变得更有趣可能是进一步减少供应链在众包中的支出的有效方法,从而推动这种现象中结构性的劳动剥削实践。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
How Gamification Affects Crowdsourcing: The Case of Amazon Mechanical Turk
Since its very first appearance the concept of crowdsourcing has undergone major variations, coming to include highly heterogeneous phenomena such as Google’s data mining, exchanges on sharing economy platforms (e.g. Airbnb or eBay), contents production within creative communities online (e.g. Wikipedia) and much more. If one assumes a very broad perspective, it is eventually possible to extend the category of crowdsourcing to cover whatsoever phenomena involving the participation of the crowd online, as in fact has been done. On the contrary, I will argue that crowdsourcing – and in particular its microwork branch – represents the specific practice of extending outsourcing processes to a large, low-cost, scalable and flexible workforce, in order to generate greater added value for a supply chain. To develop this analysis, I will especially focus on the case of Amazon Mechanical Turk, and on how the operations carried out on this platform are primarily intended to manage the huge flow of information which spans across a supply chain. The practice of subcontracting to the crowd tasks previously carried out by employees or third-party suppliers highlights how crowdsourcing involves a reshaping of the supply chain, further extending it to a large network of individuals. Through crowdsourcing processes, companies are either able to replace or train AI, integrating human computation skills in algorithmic structures through simple, and oftentimes tedious, microtasks. In this context, processes of gamification are capable to put further downward pressure on already small piece-wages, as long as crowdworkers are rather willing to earn an even lower economic compensation, if it’s associated to challenging tasks; thus, to make a task more enjoyable through gamification could be an effective way to further reduce a supply chain’s expenditures in crowdsourcing, pushing forward labor exploitation practices structurally embedded in this phenomenon.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
0.90
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信