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
© Copyright 2026 Paperzz