Analyzing crowdsourced mobile content: Do games make a difference?

Ei Pa Pa Pe-Than*, Dion Hoe Lian Goh, Chei Sian Lee

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

1 Citation (Scopus)

Abstract

Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.

Original languageEnglish
Pages (from-to)6-16
Number of pages11
JournalJournal of Information Science Theory and Practice
Volume5
Issue number2
DOIs
Publication statusPublished - Jun 30 2017
Externally publishedYes

Bibliographical note

Publisher Copyright:
© Ei Pa Pa Pe-Than, Dion Hoe-Lian Goh, Chei Sian Lee, 2017.

ASJC Scopus Subject Areas

  • Information Systems
  • Information Systems and Management
  • Library and Information Sciences

Keywords

  • Content analysis
  • Crowdsourcing games
  • Evaluation
  • Human computation
  • Mobile content

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