Whale of a Crowd: Quantifying the Effectiveness of Crowd-Sourced Serious Games
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Authors
Tellioglu, Umit
Xie, Geoffrey G.
Rohrer, Justin P.
Prince, Charles
Subjects
Crowd-Sourced Serious Games, Game Analytics, Whale Effect Graph, Player Engagement Rate
Advisors
Date of Issue
2014
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Abstract
In this paper we analyze several Crowd-Sourced Serious Games (CSSGs), a new genre focused on advancing widely respected causes such as social equality and science. We observe that the general effectiveness of these games has remained largely unknown. Existing performance analyses have been limited to documenting experiences with individual systems. More importantly, existing game analytics approaches are designed for games that provide personal experience and entertainment. In contrast, CSSGs attract participants by evoking their sense of social responsibility and sympathy for others. Intuitively, social awareness and sympathy alone may not result in the same level of consistent participation as personal achievement, or fun. Consequently, the success of a CSSG may be more tightly linked to the contributions of few highly-dedicated players (whales).
Type
Article
Description
19th International Conference on Computer Games: AI, Animation, Interactive
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Department
Computer Science (CS)
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Citation
Whale of a crowd: Quantifying the effectiveness of crowd-sourced serious games. Umit Tellioglu, Geoffrey G. Xie, Justin P. Rohrer, Carl Prince, In Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES), 2014, July, 2014, pp. 1-7.
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This publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. Copyright protection is not available for this work in the United States.