Explaining the enjoyment of playing video games: the role of competition
ICEC '03 Proceedings of the second international conference on Entertainment computing
Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
Real-Time Computerized Annotation of Pictures
IEEE Transactions on Pattern Analysis and Machine Intelligence
CHI '09 Extended Abstracts on Human Factors in Computing Systems
KissKissBan: a competitive human computation game for image annotation
Proceedings of the ACM SIGKDD Workshop on Human Computation
Journal of the American Society for Information Science and Technology
Perceptions, quality and motivational needs in image tagging human computation games
Journal of Information Science
A theoretical agenda for feminist HCI
Interacting with Computers
Understanding playability and motivational needs in human computation games
ICADL'11 Proceedings of the 13th international conference on Asia-pacific digital libraries: for cultural heritage, knowledge dissemination, and future creation
Exploring the character of participation in social media: the case of Google Image Labeler
Proceedings of the 2012 iConference
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Applications that use games to harness human intelligence are increasing in popularity and such games are also known as Games With A Purpose (GWAP). Most GWAPs are collaborative in nature, requiring pairs of players to cooperate in a game to receive points. Competitive GWAPs, where players work against each other, are a more recent entrant, and have been argued to address shortcomings of collaborative GWAPs. In this paper, we focus on image tagging GWAPs where users play games to generate tags for images. Three versions were created: collaborative GWAP, competitive GWAP and a control application for manual tagging. The applications were evaluated to uncover users' preferences for these genres as well as the usefulness of the tags generated. Results suggest that the competitive GWAP outperformed the other two applications. Implications of the work are discussed.