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Studying user browsing behavior through gamified search tasks

Published: 13 April 2014 Publication History
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  • Abstract

    Typical crowdsourcing tasks ask workers to label images or make relevance judgements, as a low cost alternative to lab based user studies. More recently, gamification has been employed as a way to make these tasks more appealing and so users play, rather than work. One observation is that differences in task design and incentives elicits different player behavior. In this paper we discuss a new type of task, where we aim at eliciting player behavior that resembles user behavior when performing a search task. Care should be taken in the design of a gamified version of such a task to allow players to complete tasks with a limited amount of effort and time, without changing the behavior to be studied. We discuss the motivation of the abstractions and design choices we have made in achieving this goal. We then analyze whether and how these abstractions and design choices influence our observations of player behaviors.

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    GamifIR '14: Proceedings of the First International Workshop on Gamification for Information Retrieval
    April 2014
    68 pages
    ISBN:9781450328920
    DOI:10.1145/2594776
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    • University of Essex
    • Technische Universitat Berlin: Technische Universitat Berlin
    • Microsoft Research: Microsoft Research

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 13 April 2014

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    GamifIR '14
    Sponsor:
    • Technische Universitat Berlin
    • Microsoft Research

    Acceptance Rates

    GamifIR '14 Paper Acceptance Rate 14 of 18 submissions, 78%;
    Overall Acceptance Rate 14 of 18 submissions, 78%

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    • (2022)Game over?ACM SIGIR Forum10.1145/3527546.352755155:2(1-18)Online publication date: 17-Mar-2022
    • (2020)A technical survey on statistical modelling and design methods for crowdsourcing quality controlArtificial Intelligence10.1016/j.artint.2020.103351(103351)Online publication date: Jun-2020
    • (2019)Exploring User Behavior in Email Re-Finding TasksThe World Wide Web Conference10.1145/3308558.3313450(1245-1255)Online publication date: 13-May-2019
    • (2017)Gamification in the Workplace: A Systematic Literature ReviewRecent Advances in Information Systems and Technologies10.1007/978-3-319-56541-5_29(283-292)Online publication date: 28-Mar-2017
    • (2016)Just in TimeProceedings of the 25th International Conference on World Wide Web10.1145/2872427.2883075(817-827)Online publication date: 11-Apr-2016
    • (2016)Gamification in CrowdsourcingProceedings of the 2016 49th Hawaii International Conference on System Sciences (HICSS)10.1109/HICSS.2016.543(4375-4384)Online publication date: 5-Jan-2016
    • (2015)GroupsourcingProceedings of the 24th International Conference on World Wide Web10.1145/2736277.2741097(906-915)Online publication date: 18-May-2015
    • (2014)Competitive Game Designs for Improving the Cost Effectiveness of CrowdsourcingProceedings of the 23rd ACM International Conference on Conference on Information and Knowledge Management10.1145/2661829.2661946(1469-1478)Online publication date: 3-Nov-2014

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