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Wormingo: a 'true gamification' approach to anaphoric annotation

Published: 26 August 2019 Publication History

Abstract

In this paper we present Wormingo, 1 a new Game-with-a-Purpose for anaphoric annotation. It introduces the motivation-annotation paradigm which uses linguistic puzzles and other widely known gamification techniques and word game mechanics to motivate players to carry out anaphoric annotation tasks. In a preliminary experiment, the game was tested on 270 players recruited through the Reddit platform, achieving promising results.

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Cited By

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  • (2024)News Ninja: Gamified Annotation of Linguistic Bias in Online NewsProceedings of the ACM on Human-Computer Interaction10.1145/36770928:CHI PLAY(1-29)Online publication date: 15-Oct-2024
  • (2024)Master the Linguistic Landscape: Puzzle Integration in a 3D NLP Game2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645588(1-8)Online publication date: 5-Aug-2024
  • (2023)The Onboarding Phase in a Game for Text Labelling: Comparing the Effect of Animated vs. Textual Onboarding on Player Experience and Accuracy2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333246(1-8)Online publication date: 21-Aug-2023
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cover image ACM Other conferences
FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games
August 2019
822 pages
ISBN:9781450372176
DOI:10.1145/3337722
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 ACM 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]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 August 2019

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Author Tags

  1. GWAPs
  2. anaphora resolution (coreference)
  3. gamification
  4. gaming motivation
  5. word games

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  • Research-article

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FDG '19

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FDG '19 Paper Acceptance Rate 46 of 124 submissions, 37%;
Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2024)News Ninja: Gamified Annotation of Linguistic Bias in Online NewsProceedings of the ACM on Human-Computer Interaction10.1145/36770928:CHI PLAY(1-29)Online publication date: 15-Oct-2024
  • (2024)Master the Linguistic Landscape: Puzzle Integration in a 3D NLP Game2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645588(1-8)Online publication date: 5-Aug-2024
  • (2023)The Onboarding Phase in a Game for Text Labelling: Comparing the Effect of Animated vs. Textual Onboarding on Player Experience and Accuracy2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333246(1-8)Online publication date: 21-Aug-2023
  • (2022)LingoTowns: A Virtual World For Natural Language Annotation and Language LearningExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558323(57-62)Online publication date: 2-Nov-2022
  • (2021)Measuring Orthogonal Mechanics in Linguistic Annotation GamesProceedings of the ACM on Human-Computer Interaction10.1145/34746925:CHI PLAY(1-16)Online publication date: 6-Oct-2021
  • (2021)A Gamified Approach To Automatically Detect Biased Wording And Train Critical Reading2021 International Conference on Data Mining Workshops (ICDMW)10.1109/ICDMW53433.2021.00141(1085-1086)Online publication date: Dec-2021

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