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GAMES WITH A
PURPOSE
ELENA SIMPERL
UNIVERSITY OF SOUTHAMPTON
7/18/2013
Tutorial@ESWC2013
1
GAMES AND
GAMIFICATION
GAMES WITH A PURPOSE
7/18/2013
2
Tutorial@ESWC2013
GAMES WITH A
PURPOSE (GWAP)
„ a human-based computation technique in which a
computational process performs its function by outsourcing
certain steps to humans in an entertaining way”
[Wikipedia]
RELATED:
GAMIFICATION
“use of game play mechanics for non-game applications […] in
order to encourage people to adopt the applications”
[Wikipedia]
Image from http://gapingvoid.com/2011/06/07/pixie-dust-the-mountain-of-
mediocrity/
HOW TO IMPLEMENT
GAMIFICATION*
• Cosmetic: adding game-like visual elements or copy
(usually visual design or copy-driven)
• Accessory: wedging in easy-to-add-on game elements,
such as badges or adjacent products (usually marketing-
driven)
• Integrated: more subtle, deeply integrated elements like %
complete (usually interaction-design driven)
• Basis: making the entire offering a game (usually product-
driven)
* http://uxmag.com/design/a-gamification-framework-for-interaction-
designers
GAMIFICATION
FEATURES*
• Accelerated feedback cycles
• Annual performance appraisals vs immediate feedback to
maintain engagement.
• Clear goals and rules of play
• Players feel empowered to achieve goals vs fuzzy, complex
system of rules in real-world.
• Compelling narrative
• Gamification builds a narrative that engages players to
participate and achieve the goals of the activity
*http://www.gartner.com/it/page.jsp?id=1629214
WHAT TASKS CAN BE
SUBJECT TO A GAME?*
• Decomposable into simpler tasks
• Nested tasks
• Performance is measurable
• Obvious rewarding scheme
• Skills can be arranged in a smooth learning curve
*http://www.lostgarden.com/2008/06/what-actitivies-that-can-be-turned-
into.html
EXAMPLE: GAME ELEMENTS
IN TAG-A-TUNE
• Task is decomposable
• Audio annotation one
tune per game round
• No nested tasks
• Performance:
consensus, bonus round
on rating audios
7/18/2013
Tutorial@ESWC2013
8
Players decide whether they listen to the same
tune by exchanging free-text hints
EXAMPLE: GAMIFIED
HEALTHCARE
• eCommerce solution provider, loyality management,
gamification
• Goal: motivate employees to exercise ; reduces health
insurance costs and increases productivity
• How
• Installed gyms in offices and built custom application to
check in to each workout; competition with cash prize 
12% employees
• Fitness as a team sport: form regional teams competing
against each other; leaderboards  70% employees
7/18/2013
Tutorial@ESWC201
9
DIMENSIONS
OF GWAP
DESIGN
GAMES WITH A PURPOSE
7/18/2013
10
Tutorial@ESWC201
DIMENSIONS OF
GWAP DESIGN
WHAT IS THE PURPOSE OF THE GAME
• Concrete specification of the task
• Example: annotation of a set of 500,000 images using free labels,
controlled vocabulary etc
• Where does the input data come from? How much noise can you
expect in the data?
• Example: validating the results of algorithms; poor input data
hampers UX
HOW CAN IT BE TRANSLATED INTO DECOMPOSABLE TASKS
• Repetitive tasks vs. player experience; see motivation
7/18/2013
Tutorial@ESWC201
11
DIMENSIONS OF
GWAP DESIGN (2)
WHAT SUB-TASKS CAN YOU IDENTIFY
• Number of interrelated steps in a casual game and
granularity of tasks
HOW DOES THE HUMAN READABLE DESCRIPTION OF THE
TASK LOOK LIKE
• See Linked Data examples
7/18/2013
Tutorial@ESWC2013
12
DIMENSIONS OF
GWAP DESIGN (3)
HOW TO YOU MEASURE PERFORMANCE
• Redundancy (output-agreement games)
• Consensus (input agreement, cf Tag-A-Tune)
• Describer - guesser
WHAT DO USERS RECEIVE POINTS FOR, WHEN, AND HOW
MANY
• Mechanism design
Note: tasks cannot be too difficult, otherwise the tasks feel
like work; they have to be interesting and intellectually
challenging, otherwise the game is boring; players should be
able to get better at it during the game.
7/18/2013
Tutorial@ESWC201
13
SINGLE VS. MULTI-
PLAYER GAMES
• Multi-player games
• UX (player appreciate social contact and intellectual
challenge)
• Consensus mechanism, less spam
• Rapid feedback cycles
• But: requires players’ matching functionality and enough
players in the system at the same time
• Can be simulated using bots and (lots of) pre-recorded
rounds
• Single-player games
• Different quality assurance method (player receives reward
once correct answer is determined); or
• Training data available to build initial profile
7/18/2013
Tutorial@ESWC2013
14
VERBOSITY AS
INVERSION PROBLEM
GAME
7/18/2013
Tutorial@ESWC2013
15
TASKS SHOULD BE
SOLVABLE
7/18/2013
Tutorial@ESWC2013
16
MECHANISM DESIGN
• Area of game theory
• Game designer defining the structure of the game
• Game designer is interested in specific outcomes and
attempts to influence players’ behavior to achieve these
outcomes
• Different reward models can be applied
• Pay-per-item vs winner-takes-it-all
• Competitions among individuals and teams
• How to price contributions
• These parameters will change the behavior of the users in the
system
7/18/2013
Tutorial@ESWC2013
17
DIMENSIONS OF
GWAP DESIGN (4)
HOW DO YOU TRANSLATE CROWD INPUTS INTO
VALIDATED ANSWERS
• When are two answers the same
• How many assignments per question
• Player’s reliability, spam
HOW DO YOU ASSIGN CHALLENGES TO PLAYERS
• Random vs based on previous performance
• The same about players matching
7/18/2013
Tutorial@ESWC2013
18
DIMENSIONS OF
GWAP DESIGN (5)
WHAT ADDITIONAL GAME
ELEMENTS CAN YOU INCLUDE
• Different types of players*
• Useful information (tabu lists)
• Levels of difficulty (requires
knowledge of the problem space)
• Timing adds a sense of urgency,
feels more like play and less like
work
• Leader boards, badges,
appointment dynamics
*http://www.gamasutra.com/blogs/Vi
ctorManrique/20130524/193007/Gam
ification_Player_Types_The_TimeEn
gagement_Pyramid.php
7/18/2013
Tutorial@ESWC2013
19
GAME MECHANICS:
LEADERBOARDS*
• Global: top-players
• Local: user can find himself, has
attainable objective
• Friends: user competes and interacts
with players he feels emotionally
attached to
• Filtered: e.g., all players in one area,
creates a sense of community
• Aggregates: e.g., for teams,
encourage cooperation, create social
pressure
*http://blog.badgeville.com/2013/03/15/g
ame-mechanics-leaderboards-pt1/
7/18/2013
Tutorial@ESWC2013
20
CONCLUSIONS
GWAPs are a useful concept for intellectually challenging,
but solvable, fine-granular tasks, in domains appealing for
mainstream casual Internet users
Game mechanics need careful tuning to be effective
7/18/2013
Tutorial@ESWC201
21
e.simperl@soton.ac.uk @esimperl
7/18/2013
Tutorial@ESWC201
22
THANK YOU

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Games with a purpose

  • 1. GAMES WITH A PURPOSE ELENA SIMPERL UNIVERSITY OF SOUTHAMPTON 7/18/2013 Tutorial@ESWC2013 1
  • 2. GAMES AND GAMIFICATION GAMES WITH A PURPOSE 7/18/2013 2 Tutorial@ESWC2013
  • 3. GAMES WITH A PURPOSE (GWAP) „ a human-based computation technique in which a computational process performs its function by outsourcing certain steps to humans in an entertaining way” [Wikipedia]
  • 4. RELATED: GAMIFICATION “use of game play mechanics for non-game applications […] in order to encourage people to adopt the applications” [Wikipedia] Image from http://gapingvoid.com/2011/06/07/pixie-dust-the-mountain-of- mediocrity/
  • 5. HOW TO IMPLEMENT GAMIFICATION* • Cosmetic: adding game-like visual elements or copy (usually visual design or copy-driven) • Accessory: wedging in easy-to-add-on game elements, such as badges or adjacent products (usually marketing- driven) • Integrated: more subtle, deeply integrated elements like % complete (usually interaction-design driven) • Basis: making the entire offering a game (usually product- driven) * http://uxmag.com/design/a-gamification-framework-for-interaction- designers
  • 6. GAMIFICATION FEATURES* • Accelerated feedback cycles • Annual performance appraisals vs immediate feedback to maintain engagement. • Clear goals and rules of play • Players feel empowered to achieve goals vs fuzzy, complex system of rules in real-world. • Compelling narrative • Gamification builds a narrative that engages players to participate and achieve the goals of the activity *http://www.gartner.com/it/page.jsp?id=1629214
  • 7. WHAT TASKS CAN BE SUBJECT TO A GAME?* • Decomposable into simpler tasks • Nested tasks • Performance is measurable • Obvious rewarding scheme • Skills can be arranged in a smooth learning curve *http://www.lostgarden.com/2008/06/what-actitivies-that-can-be-turned- into.html
  • 8. EXAMPLE: GAME ELEMENTS IN TAG-A-TUNE • Task is decomposable • Audio annotation one tune per game round • No nested tasks • Performance: consensus, bonus round on rating audios 7/18/2013 Tutorial@ESWC2013 8 Players decide whether they listen to the same tune by exchanging free-text hints
  • 9. EXAMPLE: GAMIFIED HEALTHCARE • eCommerce solution provider, loyality management, gamification • Goal: motivate employees to exercise ; reduces health insurance costs and increases productivity • How • Installed gyms in offices and built custom application to check in to each workout; competition with cash prize  12% employees • Fitness as a team sport: form regional teams competing against each other; leaderboards  70% employees 7/18/2013 Tutorial@ESWC201 9
  • 10. DIMENSIONS OF GWAP DESIGN GAMES WITH A PURPOSE 7/18/2013 10 Tutorial@ESWC201
  • 11. DIMENSIONS OF GWAP DESIGN WHAT IS THE PURPOSE OF THE GAME • Concrete specification of the task • Example: annotation of a set of 500,000 images using free labels, controlled vocabulary etc • Where does the input data come from? How much noise can you expect in the data? • Example: validating the results of algorithms; poor input data hampers UX HOW CAN IT BE TRANSLATED INTO DECOMPOSABLE TASKS • Repetitive tasks vs. player experience; see motivation 7/18/2013 Tutorial@ESWC201 11
  • 12. DIMENSIONS OF GWAP DESIGN (2) WHAT SUB-TASKS CAN YOU IDENTIFY • Number of interrelated steps in a casual game and granularity of tasks HOW DOES THE HUMAN READABLE DESCRIPTION OF THE TASK LOOK LIKE • See Linked Data examples 7/18/2013 Tutorial@ESWC2013 12
  • 13. DIMENSIONS OF GWAP DESIGN (3) HOW TO YOU MEASURE PERFORMANCE • Redundancy (output-agreement games) • Consensus (input agreement, cf Tag-A-Tune) • Describer - guesser WHAT DO USERS RECEIVE POINTS FOR, WHEN, AND HOW MANY • Mechanism design Note: tasks cannot be too difficult, otherwise the tasks feel like work; they have to be interesting and intellectually challenging, otherwise the game is boring; players should be able to get better at it during the game. 7/18/2013 Tutorial@ESWC201 13
  • 14. SINGLE VS. MULTI- PLAYER GAMES • Multi-player games • UX (player appreciate social contact and intellectual challenge) • Consensus mechanism, less spam • Rapid feedback cycles • But: requires players’ matching functionality and enough players in the system at the same time • Can be simulated using bots and (lots of) pre-recorded rounds • Single-player games • Different quality assurance method (player receives reward once correct answer is determined); or • Training data available to build initial profile 7/18/2013 Tutorial@ESWC2013 14
  • 17. MECHANISM DESIGN • Area of game theory • Game designer defining the structure of the game • Game designer is interested in specific outcomes and attempts to influence players’ behavior to achieve these outcomes • Different reward models can be applied • Pay-per-item vs winner-takes-it-all • Competitions among individuals and teams • How to price contributions • These parameters will change the behavior of the users in the system 7/18/2013 Tutorial@ESWC2013 17
  • 18. DIMENSIONS OF GWAP DESIGN (4) HOW DO YOU TRANSLATE CROWD INPUTS INTO VALIDATED ANSWERS • When are two answers the same • How many assignments per question • Player’s reliability, spam HOW DO YOU ASSIGN CHALLENGES TO PLAYERS • Random vs based on previous performance • The same about players matching 7/18/2013 Tutorial@ESWC2013 18
  • 19. DIMENSIONS OF GWAP DESIGN (5) WHAT ADDITIONAL GAME ELEMENTS CAN YOU INCLUDE • Different types of players* • Useful information (tabu lists) • Levels of difficulty (requires knowledge of the problem space) • Timing adds a sense of urgency, feels more like play and less like work • Leader boards, badges, appointment dynamics *http://www.gamasutra.com/blogs/Vi ctorManrique/20130524/193007/Gam ification_Player_Types_The_TimeEn gagement_Pyramid.php 7/18/2013 Tutorial@ESWC2013 19
  • 20. GAME MECHANICS: LEADERBOARDS* • Global: top-players • Local: user can find himself, has attainable objective • Friends: user competes and interacts with players he feels emotionally attached to • Filtered: e.g., all players in one area, creates a sense of community • Aggregates: e.g., for teams, encourage cooperation, create social pressure *http://blog.badgeville.com/2013/03/15/g ame-mechanics-leaderboards-pt1/ 7/18/2013 Tutorial@ESWC2013 20
  • 21. CONCLUSIONS GWAPs are a useful concept for intellectually challenging, but solvable, fine-granular tasks, in domains appealing for mainstream casual Internet users Game mechanics need careful tuning to be effective 7/18/2013 Tutorial@ESWC201 21