The Virtual Community: Homesteading on the Electronic Frontier
The Virtual Community: Homesteading on the Electronic Frontier
Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism
The Future of the Internet--And How to Stop It
The Future of the Internet--And How to Stop It
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
Crowdsourcing: Why the Power of the Crowd Is Driving the Future of Business
Crowdsourcing: Why the Power of the Crowd Is Driving the Future of Business
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Evaluating game genres for tagging images
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Purposeful gaming & socio-computational systems: a citizen science design case
Proceedings of the 17th ACM international conference on Supporting group work
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Social media are transforming interpersonal and social interactions, enabling new forms of engagement and participation. However, we know little about how the specific design qualities of social media affect social interaction in these environments. Considering the diversity of social media today, there is a need to engage with specific cases to discern possible patterns of relationship between designed characteristics of social media and the character of participation in them. To illustrate, this paper draws on a case study of the game, "Google Image Labeler." The design of the game is studied through a close reading of arguments made by its designers followed by an Internet study of what users and critics say about their interactions with the game. These studies, in conjunction with theories of social interaction by John Dewey and Robert Putnam, provide a foundation for a critical stance toward the quality of participation in this game that informs design theory and practice.