Designing games with a purpose
Communications of the ACM - Designing games with a purpose
Affective image classification using features inspired by psychology and art theory
Proceedings of the international conference on Multimedia
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Perceptions, quality and motivational needs in image tagging human computation games
Journal of Information Science
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Motivational game design patterns of 'ville games
Proceedings of the International Conference on the Foundations of Digital Games
Moving shapes: a multiplayer game based on color detection running on public displays
Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services
COR: a new course framework based on elements of game design
Proceedings of the 14th annual ACM SIGITE conference on Information technology education
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Interest in gamification is growing steadily. But as the underlying mechanisms of gamification are not well understood yet, a closer examination of a gamified activity's meaning and individual game design elements may provide more insights. We examine the effects of points -- a basic element of gamification, -- and meaningful framing -- acknowledging participants' contribution to a scientific cause, -- on intrinsic motivation and performance in an online image annotation task. Based on these findings, we discuss implications and opportunities for future research on gamification.