An Extreme Tagging System as a Game With a Purpose

An Extreme Tagging System as a Game With a Purpose

Author: Dennis Hartrampf

Publisher: GRIN Verlag

Published: 2012-09-27

Total Pages: 89

ISBN-13: 3656280142

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Master's Thesis from the year 2012 in the subject Computer Science - Software, grade: 2,3, Free University of Berlin (Institut für Informatik), language: English, abstract: This thesis proposes a way to contribute to the data generation process for the Semantic Web. It picks up the idea of Extreme Tagging Systems (ETS), which are an extension to well-known Collaborative Tagging Systems (CTS) like Delicious and Flickr, where users can associate keywords (or "tags") with resources like websites or pictures. ETS allow for more flexibility because they let the users not only tag resources but also tags themselves and even let the users specify the relation between two tags. A concept for an ETS implementation as a game is developed. This game is primarily meant to be fun for the users, by this trying to motivate them to continue to use the system. But at the same time through the game the users do work and help to solve problems that cannot yet be automated - in this case problems of Extreme Tagging. Such games that are both fun and useful are called Games With a Purpose (GWAPs). The concept for an ETS as a GWAP is implemented as well as an ETS as a website. The work then compares both implementations in respect to user motivation (fun), efficiency and productivity. It shows that the implementation as game outperforms the website in all examined aspects. For example the evaluation reveals that a user of the website is expected to generate 33 tags during her lifetime use of the system whereas a player of the game is expected to generate 53 tags. This thesis also describes several points that could further increase the advance of the game and tries to encourage further research and work being done in this direction as it seems to be a promising approach.


The Republic of Games

The Republic of Games

Author: Elyse Graham

Publisher: McGill-Queen's Press - MQUP

Published: 2018-05-15

Total Pages: 168

ISBN-13: 0773554203

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Many of today’s digital platforms are designed according to the same model: they encourage users to create content for fun (a mode of production that some have termed playbour) and to earn points. On Facebook, for example, points are based on a user’s number of friends and how many likes and shares a comment receives. New cultural and literary formations have arisen out of these feedback and reward systems, with surprising effects on amateur literary production. Drawing on social-text analysis, platform studies, and game studies, Elyse Graham shows that embedding game structures in the operations of digital platforms – a practice known in corporate circles as “gamification” – can have large cumulative effects on textual ecosystems. Making the production of content feel like play helps to drive up the volume of text being written, and as a result, gamification has gained widespread popularity online, especially among social media platforms, fan forums, and other sites of user-generated content. The Republic of Games argues that a consequence of this profound increase in the volume of text being produced is a reliance on self-contained, user-based systems of information management to deal with the mass of new content. Opening up new avenues of analysis in contemporary media studies and the humanities, The Republic of Games sifts through the gamified patterns of writing, interacting, and meaning-making that define the digital revolution.


Rules of Play

Rules of Play

Author: Katie Salen Tekinbas

Publisher: MIT Press

Published: 2003-09-25

Total Pages: 689

ISBN-13: 0262299933

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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.


On the Move to Meaningful Internet Systems 2007: OTM 2007 Workshops

On the Move to Meaningful Internet Systems 2007: OTM 2007 Workshops

Author: Zahir Tari

Publisher: Springer

Published: 2007-11-22

Total Pages: 622

ISBN-13: 3540768904

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This two-volume set LNCS 4805/4806 constitutes the refereed proceedings of 10 international workshops and papers of the OTM Academy Doctoral Consortium held as part of OTM 2007 in Vilamoura, Portugal, in November 2007. The 126 revised full papers presented were carefully reviewed and selected from a total of 241 submissions to the workshops. The first volume begins with 23 additional revised short or poster papers of the OTM 2007 main conferences.


Trust and Technology in a Ubiquitous Modern Environment: Theoretical and Methodological Perspectives

Trust and Technology in a Ubiquitous Modern Environment: Theoretical and Methodological Perspectives

Author: Latusek, Dominika

Publisher: IGI Global

Published: 2010-04-30

Total Pages: 382

ISBN-13: 1615209026

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"This book brings together scholars with significantly different backgrounds who share interests in the interplay between trust and technology, presenting novel theoretical perspectives on the topics of trust and technology, as well as some empirical investigations into the trust-building, trust-repairing, and trust-destroying practices in the context of technology"--Provided by publisher.


The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition

The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition

Author: Gabe Zichermann

Publisher: McGraw Hill Professional

Published: 2013-03-29

Total Pages: 257

ISBN-13: 0071808329

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THE REVOLUTION WILL BE GAMIFIED MASTER THE GAMIFIED STRATEGIES THAT WILL TRANSFORM YOUR BUSINESS--OR BE LEFT BEHIND Gamification: It's the hottest new strategy in business, and for good reason--it's helping leading companies create unprecedented engagement with customers and employees. Gamification uses the latest innovations from game design, loyalty programs, and behavioral economics to help you cut through the noise and transform your organization into a lean, mean machine ready to fight the battle for user attention and loyalty. With The Gamification Revolution you'll learn how top companies: Recruit and retain the best talent from the gamer generation and beyond Train employees and drive excellence with noncash incentives Cut through the market noise and ignite consumer sales growth Generate unprecedented customer loyalty without breaking the bank Drawing inspiration from the most popular games of all time--from Angry Birds to World of Warcraft--the authors reveal the secrets of market leaders that you can apply immediately to your business. As a bonus, the book gives you full access to The Gamification Revolution app--a great way to optimize and enhance your experience with videos, tips, and social tools, including the ability to easily share the best ideas with your colleagues and workgroup. You'll learn the new rules of engagement that are guaranteed to generate excitement and enthusiasm--in your employees and your customers. You'll understand how game designers predict and motivate behaviors--and how you can get the results you want. You'll also find a winning selection of fascinating case studies, best practices, and game-ready tools of the trade you can easily apply to your specific needs. It's all here in one ready-to-use strategy guide filled with the best ideas and pitfalls you can avoid. If you're going to play the game, this is how you play it. To win. Praise for The Gamification Revolution: "For consumer-facing businesses today, nothing matters more than delivering a great user experience and creating lasting engagement with your consumers and employees. The Gamification Revolution will show you how leaders have reached for the top and won." -- ALEXANDRA WILKIS WILSON, Cofounder, Gilt Groupe, and author of the New York Times bestseller By Invitation Only "In today's fast-paced world, people are more distracted than ever. To stand out, you'll need to cut through the noise and get them engaged. The Gamification Revolution will teach you the essential building blocks for achieving long-term success and growth." -- JESSE REDNISS, SVP, USA Network/NBCU "From engaging customers to retaining a team, The Gamification Revolution will provide you with tactics that generate results. I know. Gabe's wisdom has helped the Founder Institute expand to every inhabited continent and change thousands of lives." -- ADEO RESSI, CEO, Founder Institute "Zichermann and Linder propose a pragmatic approach to gamification that will provide breakthrough results. Sales is the last bastion of corporate innovation, and this spectacular read is a must for any sales leader." -- HI LEVA, Senior VP Sales Operations, Clear Channel Outdoor


Procedural Storytelling in Game Design

Procedural Storytelling in Game Design

Author: Tanya X. Short

Publisher: CRC Press

Published: 2019-03-14

Total Pages: 341

ISBN-13: 0429948581

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This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories. Key Features Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways World’s finest guide for how to begin thinking about procedural design


E-Commerce and Web Technologies

E-Commerce and Web Technologies

Author: Tommaso Di Noia

Publisher: Springer Science & Business Media

Published: 2009-08-17

Total Pages: 386

ISBN-13: 3642039634

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This book constitutes the refereed proceedings of the 10th International Conference on Electronic Commerce and Web Technologies, EC-Web 2009, held in Linz, Austria, in September, 2009 in conjunction with Dexa 2009. The 31 revised full papers presented together with 2 invited papers were carefully reviewed and selected from 61submissions. The papers are organized in nine topical sessions on e-payments and trust, domain knowledge and metadata exploitation, design and modelling of enterprise and distributed systems, electronic commerce and web 3.0, collaboration-based approaches, recommender systems modelling, reputation and fraud detection, recommender systems and the social web, and recommender systems in action.


Decision and Game Theory for Security

Decision and Game Theory for Security

Author: Quanyan Zhu

Publisher: Springer

Published: 2016-10-25

Total Pages: 479

ISBN-13: 3319474138

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This book constitutes the refereed proceedings of the 7th International Conference on Decision and Game Theory for Security, GameSec 2016, held in New York, NY, USA, in November 2016. The 18 revised full papers presented together with 8 short papers and 5 poster papers were carefully reviewed and selected from 40 submissions. The papers are organized in topical sections on network security; security risks and investments; special track-validating models; decision making for privacy; security games; incentives and cybersecurity mechanisms; and intrusion detection and information limitations in security.


Mutually Reinforcing Systems

Mutually Reinforcing Systems

Author: John Urquhart Ferguson

Publisher: Lulu.com

Published: 2011-08-12

Total Pages: 324

ISBN-13: 1447800311

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People can be used by computers to solve problems. In most cases this 'human computation' is used to gather information that computers struggle to create. These problems can be phrased as games to provide an incentive for people to do the work. In the past, these games have captured a broad level of information in the hope that specific needs will be covered. But what happens when we need specific information that the games have not been designed to create? Mutually reinforcing systems are a new approach to human computation that tries to attain this focus by allowing multiple systems to work together so that each one can benefit from the other's strengths. This dissertation shows that extending human computation techniques to allow the collection and classification of useful contextual information in mobile environments is possible and can be extended to allow the by-products to match the specific needs of another system.