Gamification in crowdsourcing: A review

Morschheuser B, Hamari J, Koivisto J (2016)


Publication Language: English

Publication Type: Conference contribution, Original article

Publication year: 2016

Publisher: IEEE

Pages Range: 4375−4384

Conference Proceedings Title: Proceedings of the 49th Hawaii International Conference on System Sciences

Event location: Kauai, HI US

ISBN: 9780769556703

URI: https://ieeexplore.ieee.org/document/7427729

DOI: 10.1109/HICSS.2016.543

Abstract

This study investigates how different gamification implementations can increase crowdsourcees' motivation and participation in crowdsourcing (CS). To this end, we review empirical literature that has investigated the use of gamification in crowdsourcing settings. Overall, the results of the review indicate that gamification has been an effective approach for increasing crowdsourcing participation. When comparing crowdcreating, -solving, -processing and -rating CS approaches, the results show differences in the use of gamification across CS types. Crowdsourcing initiatives that provide more monotonous tasks most commonly used mere points and other simpler gamification implementations, whereas CS initiatives that seek for diverse and creative contributions have employed gamification in more manifold ways employing a richer set of mechanics. These findings provide insights for designers of gamified systems and further research on the topics of gamification and crowdsourcing.

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How to cite

APA:

Morschheuser, B., Hamari, J., & Koivisto, J. (2016). Gamification in crowdsourcing: A review. In Ralph H. Sprague Jr., Tung X. Bui (Eds.), Proceedings of the 49th Hawaii International Conference on System Sciences (pp. 4375−4384). Kauai, HI, US: IEEE.

MLA:

Morschheuser, Benedikt, Juho Hamari, and Jonna Koivisto. "Gamification in crowdsourcing: A review." Proceedings of the Hawaii International Conference on System Sciences 2016 (HICSS 2016), Kauai, HI Ed. Ralph H. Sprague Jr., Tung X. Bui, IEEE, 2016. 4375−4384.

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