Abstract
Crowdsourcing of mobile content through games is becoming a major way of populating information-rich online environments. A current research gap is that actual usage patterns of crowdsourcing games has been inadequately investigated. We address this gap by comparing content creation patterns in a game for crowdsourcing mobile content against a non-game version. Results show distinct differences in the types and distribution of content created.
Original language | English |
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Title of host publication | JCDL 2016 - Proceedings of the 16th ACM/IEEE-CS Joint Conference on Digital Libraries |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
Pages | 249-250 |
Number of pages | 2 |
ISBN (Electronic) | 9781450342292 |
DOIs | |
Publication status | Published - Sept 1 2016 |
Externally published | Yes |
Event | 16th ACM/IEEE-CS Joint Conference on Digital Libraries, JCDL 2016 - Newark, United States Duration: Jun 19 2016 → Jun 23 2016 |
Publication series
Name | Proceedings of the ACM/IEEE Joint Conference on Digital Libraries |
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Volume | 2016-September |
ISSN (Print) | 1552-5996 |
Conference
Conference | 16th ACM/IEEE-CS Joint Conference on Digital Libraries, JCDL 2016 |
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Country/Territory | United States |
City | Newark |
Period | 6/19/16 → 6/23/16 |
Bibliographical note
Publisher Copyright:© 2016 ACM.
ASJC Scopus Subject Areas
- General Engineering
Keywords
- content analysis
- Crowdsourcing games
- mobile content