The Journal of Machine Learning Research
Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Peekaboom: a game for locating objects in images
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Verbosity: a game for collecting common-sense facts
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Improving accessibility of the web with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computer
Knowledge sharing and yahoo answers: everyone knows something
Proceedings of the 17th international conference on World Wide Web
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
Crowdsourcing and knowledge sharing: strategic user behavior on taskcn
Proceedings of the 9th ACM conference on Electronic commerce
Questions in, knowledge in?: a study of naver's question answering community
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
Matchin: eliciting user preferences with an online game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Crowdsourcing and all-pay auctions
Proceedings of the 10th ACM conference on Electronic commerce
Designing incentives for online question and answer forums
Proceedings of the 10th ACM conference on Electronic commerce
KissKissBan: a competitive human computation game for image annotation
Proceedings of the ACM SIGKDD Workshop on Human Computation
On formal models for social verification
Proceedings of the ACM SIGKDD Workshop on Human Computation
PhotoSlap: a multi-player online game for semantic annotation
AAAI'07 Proceedings of the 22nd national conference on Artificial intelligence - Volume 2
The PhotoSlap game: play to annotate
AAAI'07 Proceedings of the 22nd national conference on Artificial intelligence - Volume 2
Incentivizing high-quality user-generated content
Proceedings of the 20th international conference on World wide web
A game-theoretic analysis of rank-order mechanisms for user-generated content
Proceedings of the 12th ACM conference on Electronic commerce
Efficient crowdsourcing contests
Proceedings of the 11th International Conference on Autonomous Agents and Multiagent Systems - Volume 2
Learning and incentives in user-generated content: multi-armed bandits with endogenous arms
Proceedings of the 4th conference on Innovations in Theoretical Computer Science
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“Games with a Purpose” are interactive games that users play because they are fun, with the added benefit that the outcome of play is useful work. The ESP game, developed byy von Ahn and Dabbish [2004], is an example of such a game devised to label images on the web. Since labeling images is a hard problem for computer vision algorithms and can be tedious and time-consuming for humans, the ESP game provides humans with incentive to do useful work by being enjoyable to play. We present a simple game-theoretic model of the ESP game and characterize the equilibrium behavior in our model. Our equilibrium analysis supports the fact that users appear to coordinate on low effort words. We provide an alternate model of user preferences, modeling a change that could be induced through a different scoring method, and show that equilibrium behavior in this model coordinates on high-effort words. We also give sufficient conditions for coordinating on high-effort words to be a Bayesian-Nash equilibrium. Our results suggest the possibility of formal incentive design in achieving desirable system-wide outcomes for the purpose of human computation, complementing existing considerations of robustness against cheating and human factors.