Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Games with a purpose for social networking platforms
Proceedings of the 20th ACM conference on Hypertext and hypermedia
What is Twitter, a social network or a news media?
Proceedings of the 19th international conference on World wide web
Frontiers of a paradigm: exploring human computation with digital games
Proceedings of the ACM SIGKDD Workshop on Human Computation
Proceedings of the ACM SIGKDD Workshop on Human Computation
Social email: a framework and application for more socially-aware communications
SocInfo'10 Proceedings of the Second international conference on Social informatics
Everyone's an influencer: quantifying influence on twitter
Proceedings of the fourth ACM international conference on Web search and data mining
Gamification. using game-design elements in non-gaming contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Calibration games: making calibration tasks enjoyable by adding motivating game elements
Proceedings of the 24th annual ACM symposium on User interface software and technology
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Psychological Aspects of Social Communities
SOCIALCOM-PASSAT '12 Proceedings of the 2012 ASE/IEEE International Conference on Social Computing and 2012 ASE/IEEE International Conference on Privacy, Security, Risk and Trust
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The estimation of psychological properties of relationships (e.g., popularity, influence, or trust) only from objective data in online social networks (OSNs) is a rather vague approach. A subjective assessment produces more accurate results, but it requires very complex and cumbersome surveys. The key contribution of this paper is a framework for personalized surveys on relationships in OSNs which follows a gamification approach. A game was developed and integrated into Facebook as an app, which makes it possible to obtain subjective ratings of users' relationships and objective data about the users, their interactions, and their social network. The combination of both subjective and objective data facilitates a deeper understanding of the psychological properties of relationships in OSNs, and lays the foundations for future research of subjective aspects within OSNs.