Games - Purdue Engineering

Games
Crowd-Powered Systems
Alexander J. Quinn
April 16, 2015
Motivation
Fun
(Quinn & Bederson 2011)
ESP Game
In 4 months…
13,630 players
 80% played on multiple days
 33 played for >50 hours (each)
 1,271,451 labels for 293,760 images

Cost per label: $0.00
(von Ahn et al 2004)
Gamification
“the use of game design elements
in non-game contexts”
(Deterding et al, MindTrek 2011)
“… non-game context”
“… game design elements …”
points
reputation
“… game design elements …”
points
skill
acquisition
“… game design elements …”
privileges
Fun games

challenge

usability

curiosity

reliability

fantasy

uncertainty
(Malone 1982; Shneiderman 2004)
Fun interfaces

alluring metaphors

compelling content

attractive graphics

appealing animations

satisfying sounds
(Shneiderman 2003)
Not fun
Not fun
Flow
(Chad Renando 12/2013, sideways thoughts blog)
Flow

Clear set of goals and progress

Clear and immediate feedback

Balance perceived challenges with own skills
(Csikszentmihalyi 2005; Wikipedia)
Flow
(Oliverbeatson, via Wikipedia)
Flow