Applying game design theory to virtual heritage environments
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
What's my method?: a game show on games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the third Nordic conference on Human-computer interaction
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
Designing Virtual Worlds
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
The gopher game: a social, mobile, locative game with user generated content and peer review
Proceedings of the international conference on Advances in computer entertainment technology
Effects of extrinsic and intrinsic motivation on employee knowledge sharing intentions
Journal of Information Science
Games with a Purpose for the Semantic Web
IEEE Intelligent Systems
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
Computers in Human Behavior
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
EyeSpy: supporting navigation through play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
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
Effects of different scenarios of game difficulty on player immersion
Interacting with Computers
Curator: a game with a purpose for collection recommendation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Managing perceived communication failures with affordances of ICTs
Computers in Human Behavior
Personality and enjoyment of computer game play
Computers in Industry
Information sharing behaviour on blogs in Taiwan: Effects of interactivities and gender differences
Journal of Information Science
Journal of the American Society for Information Science and Technology
Falling in love with online games: The uses and gratifications perspective
Computers in Human Behavior
Evaluating game genres for tagging images
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Do games motivate mobile content sharing?
ICADL'10 Proceedings of the role of digital libraries in a time of global change, and 12th international conference on Asia-Pacific digital libraries
Journal of Information Science
Fight or unite: Investigating game genres for image tagging
Journal of the American Society for Information Science and Technology
Disassembling gamification: the effects of points and meaning on user motivation and performance
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Human computation games (HCGs) are applications that use games to harness human intelligence to perform various computational tasks. That is, users perform computations as a byproduct of being entertained while playing a game. Such games are increasing in popularity and it is critical to examine how different types of HCG affect players' perceptions and performance. In addition, understanding their motivational appeal to different players is also important to good HCG design. In the present research, we focus on image tagging HCGs, where users play games to generate keywords for images. Three versions were created: a collaborative HCG which required players to cooperate, a competitive HCG where players worked against each other, and a control non-game manual tagging application. The applications were evaluated to uncover the quality of the tags, users' perceptions of these variants, and the influence of motivational needs on usage intention. Results suggest that, while participants reported liking the collaborative and competitive HCGs over the control application, those using the latter seemed to generate better quality tags. Further, using the trichotomy of needs theory, we found that an individual's need for achievement and power influenced intention to use the various applications.