Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

PL EN


Journal

2016 | 1(9) | 127-145

Article title

Building players’ engagement – a case study of games with a purpose in science

Selected contents from this journal

Title variants

PL
Techniki budowania zaangażowania graczy – studium przypadku gier skierowanych na cel wykorzystywanych w nauce

Languages of publication

EN

Abstracts

EN
The aim of this paper is to present and discuss interesting and inspiring game-design techniques employed in selected games with a purpose. We are interested here in a particular domain of these games’ application – namely science. We consider how particular techniques (like implementing Free2Play mechanics) might influence players’ engagement.
PL
Celem niniejszej pracy jest przedstawienie oraz omówienie interesujących technik projektowania gier, które wykorzystane zostały w grach skierowanych na cel. Omawiane przez nas produkcje zostaną ograniczone do tych używanych w badaniach naukowych. Szczególnie ciekawą kwestię stanowi dla nas wpływ poszczególnych technik (np. implementacji mechanik modelu Free2Play) na zaangażowanie graczy.

Journal

Year

Issue

Pages

127-145

Physical description

Document type

article

Dates

published
2016

Contributors

  • Uniwersytet im. Adama Mickiewicza w Poznaniu
  • Uniwersytet im. Adama Mickiewicza w Poznaniu

References

  • von Ahn, L. (2006). Games with a Purpose. Computer, 39(6), 96–98. Online: <http://www.cs.duke.edu/courses/cps296.3/spring07/ieee-gwap.pdf>. Access date: 28 October 2016.
  • von Ahn, L., Dabbish, L. (2008). Designing games with a purpose. Communications of the ACM, 51(8), 58–67. Online: <http://dl.acm.org/ft_gateway.cfm?id=1378719&ftid=566560&dwn=1&CFID=857750235&CFTOKEN=35225223>. Access date: 28 October 2016.
  • Borrell, J. S. (2014). Lessons from a Year of Citizen Science. Human Computation, 1(2), 111–118. Online: <http://hcjournal.org/ojs/index.php?journal=jhc&page=article&op=view&path%5B%5D=5&path%5B%5D=33>. Access date: 28 October 2016.
  • Bowser, A., Hansen, D., Preece, J. (2013). Gamifying Citizen Science: Lessons and Future Directions. In: S. Bødker, S. Brewster, P. Baudisch, M. Beaudouin-Lafon, W. E. Mackay (eds.), CHI 2013: Changing Perspectives: Conference Proceedings of the 31st Annual CHI Conference on Human Factors in Computing Systems: 27 April – 2 May 2013, Paris, France. New York: ACM. Online: <http://gamification-research.org/wp-content/uploads/2013/03/Bowser_Hansen_Preece.pdf>. Access date: 28 October 2016.
  • Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686.
  • Cooper, S., Khatib, F., Treuille, A., Barbero, J., Lee, J., Beenen, M., Leaver-Fay, A., Baker, D., Popović, Z., Foldit players (2010a). Predicting protein structures with a multiplayer online game. Nature, 466(7), 756–760. Online: <http://web.iitd.ac.in/~amittal/SBV887_Paper06.pdf>. Access date: 28 October 2016.
  • Cooper, S., Treuille, A., Barbero, J., Leaver-Fay, A., Tuite, K., Khatib, F., Snyder, A. C., Beenen, M., Salesin, D., Baker, D., Popović, Z., Foldit players (2010b). The challenge of designing scientific discovery games. In: I. Horswill (ed.), Proceedings of the Fifth International Conference on the Foundations of Digital Games (p. 40–47). New York: ACM. Online: <http://homes.cs.washington.edu/~zoran/foldit-fdg10.pdf>. Access date: 28 October 2016.
  • Cowley, B., Charles, D., Black, M., Hickey, R. (2008). Toward an understanding of flow in video games. ACM Computers in Entertainment, 6(2). Online: <http://www.idemployee.id.tue.nl/g.w.m.rauterberg/amme/cowley-et-al-2008.pdf>. Access date: 28 October 2016.
  • Cs3889.cz (2015). Online: <http://www.cs3889.com>. Access date: 28 October 2016.
  • Csikszentmihalyi, M., Csikszentmihalyi, I. S. (eds.). (1992). Optimal Experience: Psychological Studies of Flow in Consciousness. Cambridge: Cambridge University Press.
  • Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon, D. (2011). Gamification: Using Game Design Elements in Non-Gaming Contexts. In: D. Tan (ed.), CHI 2011: Conference Proceedings and Extended Abstracts, Vancouver, BC, USA, May 7–12, 2011: the 29th Annual CHI Conference on Human Factors in Computing Systems. New York: ACM. Online: <http://gamification-research.org/wp-content/uploads/2011/04/01-Deterding-Sicart-Nacke-OHara-Dixon.pdf>. Access date: 28 October 2016.
  • Dziedzic, D. (2015). Gra skierowana na cel jako alternatywne narzędzie pozyskiwania zasobów językowych [Game with a purpose as an alternative tool for acquiring linguistic resources]. Poznań: unpublished M. A. Thesis.
  • Dziedzic, D. (2016). The Use of the Free to Play Model in Games With a Purpose. The RoboCorp Game Case Study. Bio-Algorithms and Med-Systems (BAMS), in print.
  • Fold.it (2008a). Online: <http://fold.it/portal>. Access date: 28 October 2016.
  • Fold.it (2008b). The Science Behind Foldit. Online: <http://fold.it/portal/info/science>. Access date: 28 October 2016.
  • Fold.it (2008c). New Competition. Online: <http://fold.it/portal/files/newcompetition.png>. Access date: 28 October 2016.
  • Fold.it (2008d). What are the Rules of Foldit? Online: <http://fold.it/portal/info/faq#rules>. Access date: 28 October 2016.
  • GalaxyZoo.org (2007). Online: <http://www.galaxyzoo.org>. Access date: 27 October 2016.
  • Gierasimczuk, N., van der Maas, H., Raijmakers, M. E. (2013). An Analytic Tableaux Model for Deductive Mastermind Empirically Tested with a Massively Used Online Learning System. Journal of Logic, Language and Information, 22(3), 297–314.
  • GMB (2012). Online: <http://gmb.let.rug.nl>. Access date: 28 October 2016.
  • Kleka, P., Łupkowski, P. (2014). Gamifying science – the issue of data validation. Homo Ludens, 6(1), 45–54. Online: <http://ptbg.org.pl/dl/160/Pawe%C5%82%20KLEKA,%20Pawe%C5%82%20%C5%81UPKOWSKI%20-%20Gamifying%20science%20-%20the%20issue%20of%20data%20validation.pdf>. Access date: 28 October 2016.
  • Łupkowski, P. (2011). Human computation – how people solve difficult AI problems (having fun doing it). Homo Ludens, 3(1), 81–94. Online: <http://ptbg.org.pl/dl/65/Pawe%C5%82%20%C5%81UPKOWSKI%20-%20Human%20computation%20-%20how%20people%20solve%20difficult%20AI%20problems%20(having%20fun%20doing%20it)%20.pdf>. Access date: 28 October 2016.
  • Łupkowski, P., Wietrzycka, P. (2015). Gamification for Question Processing Research – the QuestGen game. Homo Ludens, 7(1), 161–171. Online: <http://ptbg.org.pl/dl/196/Pawe%C5%82%20%C5%81UPKOWSKI,%20Patrycja%20WIETRZYCKA%20-%20Gamification%20for%20Question%20Processing%20Research%20-%20the%20QuestGen%20Game.pdf>. Access date: 28 October 2016.
  • Masters, K. L., Nichol, R. C., Hoyle, B., Lintott, Ch., Bamford, S., Edmondson, E. M., Fortson, L., Keel, W. C., Schawinski, K., Smith, A., Thomas, D. (2010). Galaxy Zoo: Bars in Disk Galaxies. Monthly Notices of the Royal Astronomical Society. Online: <http://arxiv.org/abs/1003.0449>. Access date: 8 December 2015.
  • MathsGarden.com (2010a). Playfully exercise your math skills. Online: <http://mathsgarden.com>. Access date: 28 October 2016.
  • MathsGarden.com (2010b). Grow your plants by solving math problems. Online: <http://www.mathsgarden.com/more-info>. Access date: 28 October 2016.
  • Mitgutsch, K., Alvarado, N. (2012). Purposeful by design?: a serious game design assessment framework. In: M. S. El-Nasr (ed.), Proceedings of the International Conference on the Foundations of Digital Games (FDG ’12) (p. 121–128). New York: ACM. Online: <http://dspace.mit.edu/openaccess-disseminate/1721.1/100701>. Access date: 27 October 2016.
  • NKJP (2008). Narodowy Korpus Języka Polskiego. Online: <http://www.nkjp.pl>. Access date: 28 October 2016.
  • OperationWarDiary.org (2014a). Online: <http://www.operationwardiary.org>. Access date: 27 October 2016.
  • OperationWarDiary.org (2014b). Welcome to Operation War Diary! Online: <http://www.operationwardiary.org/#/classify>. Access date: 27 October 2016.
  • OperationWarDiary.org (2014c). Pick a diary to work on! Online: <http://www.operationwardiary.org/#/diaries>. Access date: 28 October 2016.
  • Quinn, A. J., Bederson, B. B. (2011). Human Computation: A Survey and Taxonomy of a Growing Field. In: D. Tan (ed.). CHI 2011: Conference Proceedings and Extended Abstracts, Vancouver, BC, USA, May 7–12, 2011: the 29th Annual CHI Conference on Human Factors in Computing Systems. New York: ACM.
  • RoboCorp (2015). Online: <http://citygames.zetsystem.com.pl/gwap/GWAP>. Access date: 3 November 2016.
  • Smith, L. (25 January 2014). 116,638 names tagged in first week! Online: <http://blog.operationwardiary.org/2014/01/25/104167-names-tagged-in-first-week>. Access date: 28 October 2016.
  • Sweetser, P., Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. ACM Computers in Entertainment, 3(3), 1–24.
  • Šisler, V. (2015). Contested Memories of War in “Czechoslovakia 38–89: Assassination”. Kraków: unpublished conference talk (CEEGS).
  • Venhuizen, N. J., Basile, V., Evang, K., Bos, J. (2013). Gamification for word sense labeling. In: K. Erk, A. Koller, Proceeding of the 10th International Conference on Computational Semantics (IWCS 2013) (p. 397–403). Potsdam: Association for Computational Linguistics. Online: <http://www.anthology.aclweb.org/W/W13/W13–0215.pdf> Access date: 28 October 2016.
  • Wiśniewski, A. (1995). The Posing of Questions: Logical Foundations of Erotetic Inferences. Dordrecht–Boston: Kluwer Academic Publishers.
  • Wiśniewski, A. (2013). Questions, Inferences, and Scenarios. (Studies in Logic). London: College Publications.
  • Wordrobe.org (2012). Play what you mean. Online: <http://wordrobe.housing.rug.nl/Wordrobe/public/HomePage.aspx>. Access date: 28 Octo-ber 2016.
  • Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772–775. Online: <http://online.liebertpub.com/doi/pdf/10.1089/cpb.2006.9.772>. Access date: 28 October 2016.
  • Zooniverse.org (2007). Online: <http://www.zoouniverse.org>. Access date: 7 October 2016.

Document Type

Publication order reference

Identifiers

ISSN
2080-4555

YADDA identifier

bwmeta1.element.desklight-19b81ec6-adfb-47be-8a4e-2d77a4dfd692
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.