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
Peekaboom: a game for locating objects in images
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Image retrieval: Ideas, influences, and trends of the new age
ACM Computing Surveys (CSUR)
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
Computers in Human Behavior
Input-agreement: a new mechanism for collecting data using human computation games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Design and Use of Serious Games
Design and Use of Serious Games
User-centered design of a social game to tag music
Proceedings of the ACM SIGKDD Workshop on Human Computation
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
Reconstructing the world in 3D: bringing games with a purpose outdoors
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Hi-index | 0.00 |
Applications that use games to harness human intelligence to perform various computational tasks are known as human computation games (HCGs). Most HCGs are collaborative in nature where players to cooperate to score points. Competitive versions, where players work against each other have been argued to address shortcomings of collaborative HCGs. However, there is yet little work done in understanding how different HCG genres affect players' perceptions and performance. In this paper, we focus on image tagging HCGs, where games are used to generate keywords for images. Three versions were created: collaborative HCG, competitive HCG and a control application for manual tagging. The applications were evaluated to examine the quality of the tags generated and users' perceptions of these genres. Results suggest while participants reported liking the collaborative and competitive HCGs over the control application, those using the latter seemed to generate better quality of tags.