Fun with AEDs: Examining the Effects of a Gamified Mobile Crowdsourcing Application

Anran Hao, Chei Sian Lee, Wesley Chee Wah Tan

Research output: Chapter in Book/Report/Conference proceedingConference contribution

4 Citations (Scopus)

Abstract

Crowdsourcing applications enable mass collaboration on problem solving by distributing tasks to individual users. However, the success of crowdsourcing relies on active participation of the users and hence requires an effective incentive mechanism. This study presents an application prototype which utilises mobile crowdsourcing for a nationwide automated external defibrillator (AED) database and explores gamification as the sole incentive strategy on it. Based on motivational needs identified in selfdetermination theory (SDT), we conducted a survey study of 160 participants by examining the effects of the gamified mobile crowdsourcing application against a non-gamified version. Results of regression analyses reveal that the gamification influenced how motivational factors, including perceived value, competence and relatedness, drove users' usage intention of the application.

Original languageEnglish
Title of host publication17th International Conference on Advances in Mobile Computing and Multimedia, MoMM2019 - Proceedings
EditorsPari Delir Haghighi, Ivan Luiz Salvadori, Matthias Steinbauer, Ismail Khalil, Gabriele Anderst-Kotsis
PublisherAssociation for Computing Machinery
Pages207-211
Number of pages5
ISBN (Electronic)9781450371780
DOIs
Publication statusPublished - Dec 2 2019
Externally publishedYes
Event17th International Conference on Advances in Mobile Computing and Multimedia, MoMM2019 - Munich, Germany
Duration: Dec 2 2019Dec 4 2019

Publication series

NameACM International Conference Proceeding Series

Conference

Conference17th International Conference on Advances in Mobile Computing and Multimedia, MoMM2019
Country/TerritoryGermany
CityMunich
Period12/2/1912/4/19

Bibliographical note

Publisher Copyright:
© 2019 ACM.

ASJC Scopus Subject Areas

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

Keywords

  • Gamification
  • Motivation
  • Public service crowdsourcing
  • Self-Determination Theory
  • User Perception

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