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Professor of Computer Science
Head of Department of Computer Science
Faculty of Arts and Sciences
Edge Hill University
2.Dion H. Goh
Wee Kim Wee School of Communication and information
Nanyang Technological University, Singapore
TITLE: Gaming the System: How Useful are Crowdsourcing Games?
Crowdsourcing harnesses the skills and expertise of online users to solve problems and perform
tasks. In addition to relying on volunteers or paying human experts, computer games are a promising
means to attract participants for crowdsourcing projects. Such games capitalize on people’s desire
for entertainment, making crowdsourcing fun and engaging, thus fostering participation.
Nevertheless, there are challenges associated with game-based approaches for crowdsourcing since
they have to meet the twin goals of entertaining users and producing quality output. A game that
focuses too much on entertainment may result in users losing sight of the underlying crowdsourcing
purpose, while conversely, a game that dwells on the crowdsourcing task may not be fun enough to
This talk discusses the opportunities and challenges in the design and deployment of crowdsourcing
games. It will first present the motivations for blending games into crowdsourcing tasks. Next,
studies pertaining to crowdsourcing games are described to show how users perceive and respond
to such games. Finally, design lessons drawn from past research are discussed, together with
opportunities for future work.
About the Speaker:
Dion Goh has a PhD in computer science. He is currently Associate Professor with Nanyang
Technological University (Singapore), where is also the Founding and current Director of the Masters
of Information Systems program in the Wee Kim Wee School of Communication and Information. He
was also the Founding Associate Chair of Graduate Studies of the school. His major areas of research
are in gamification techniques for shaping user perceptions and motivating behavior, mobile
information sharing and seeking, and crowdsourcing. Dion has led a number of funded projects in
the use of gamification in mobile content sharing, the use of games for mental health interventions,
human computation games for data analytics, mobile tagging, and collaborative querying.