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 Virtual Worlds
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
What is user engagement? A conceptual framework for defining user engagement with technology
Journal of the American Society for Information Science and Technology
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
Computers in Human Behavior
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
Managing perceived communication failures with affordances of ICTs
Computers in Human Behavior
Journal of the American Society for Information Science and Technology
Evaluating game genres for tagging images
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Hi-index | 0.00 |
Human computation games (HCGs) refer to applications that use games to harness human intelligence to perform various computational tasks. We examine how different types of HCGs affect players' perceptions and their motivational appeal, as these influence good HCG design. We focus on image tagging HCGs, where users play games to generate keywords for images. Three versions were created: collaborative HCG which required players to cooperate, competitive HCG where players worked against each other, and a control nongame manual tagging application. The applications were evaluated to uncover participants' playability perceptions, and the influence of motivational needs on usage intention. Results suggest that participants reported liking the collaborative and competitive HCGs over the control application. 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.