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Gamified Crowdsourcing: The Impact on Community Engagement

FILM260 assignment called a FlipBook. Using inspiration through a software called HaikuDeck, I was able to create a FlipBook using PowerPoint and taking advantage of the many different design aspects embedded in the software.

I chose to create my FlipBook on how Gamified Crowdsourcing has an impact on community engagement.

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Gamified Crowdsourcing: The Impact on Community Engagement

  1. 1. [Gamified Crowdsourcing] Bilal Mufti - 10134620Photo by Jaroslaw Popczyk via Flickr: https://flic.kr/p/ePigce The Impact on Community Engagement
  2. 2. Gamification [gey-muh-fi-key-shuh n] noun 1. the process of adding games or game like elements to something (as a task) so as to encourage participation13 Photo Joe via Flickr: https://flic.kr/p/bq39eW Crowdsourcing [/ˈkroudˌsôrs/-ing] noun 1. the practice of obtaining needed services, ideas, or content by soliciting contributions from a large group of people and especially from the online community rather than from traditional employees or suppliers13
  3. 3. What Is Happening? 1. Crowdsourcing initiatives benefit from gaming elements and design 2. Gamificationhelps increase overall community engagement Photo by Lex McKee via Flickr: https://flic.kr/p/rSLRya
  4. 4. Photo by Diego Quintana via Flickr: https://flic.kr/p/9vMXYQ Crowd sourcing (CS) is one major application of Gamification.5 CS initiatives are taking advantage of gamification to provide other motives than just monetary value.5
  5. 5. Photo by Viktor Hanacek via PicJumbo: https://picjumbo.com/young-couple-relaxing-enjoying-sunset-from-the-car/ When gamification meets crowdsourcing, 5 key trends emerge.
  6. 6. Photo by DyosEL via Flickr: https://flic.kr/p/r1qYNC 1.Consumer engagement increases 2.Consumers become stronger advocates 3.Brand metrics increase significantly 4.Consumer value grows by 30-60% 5.Marketing expenditures decrease 6
  7. 7. ALS ICE BUCKET CHALLENGE11 • A popular gamified crowdsourcing initiative • The more creative the campaign, the more likes, comments, and shares • Ultimately, it helped raise awareness and funds Photo by University of Central Arkansas via Flickr: https://flic.kr/p/oKe5SR
  8. 8. Photo by Davide Cassanello via Flickr: https://flic.kr/p/HKwkz 11
  9. 9. Online users provide monetary value especially if they receivesocial media attention.2 Photo by Jason Howie via Flickr: https://flic.kr/p/e5wZ3t
  10. 10. GoFundMe, a monetary crowdsourcing site demonstrates the purpose: 1. Large audience 2. Ability to Share 3. Community Engagement Photo by GotCredit via Flickr: https://flic.kr/p/rnjFjE
  11. 11. UNICEF’s Tap Project and Kid Power Program have changed the charitable donations landscape. 12 By capitalizing o n digital gamified trends UNICEF’s campaigns have made tangible impacts around the world.12 Photo by Nestlé via Flickr: https://flic.kr/p/kTVhJn
  12. 12. Getting involved with a charity through social media creates an impression of support.12 Photo by Gemma Stiles via Flickr: https://flic.kr/p/aGJKvt
  13. 13. Photo by likeablerodent via Flickr: https://flic.kr/p/9XvXXy 3
  14. 14. Photo by Adrien Sifre via Flickr: https://flic.kr/p/nLvgtZ
  15. 15. Dating applications, such as Tinder, have gamified the experience, so finding your perfect someone can be enjoyable and personable. Photo by Chris Messina via Flickr: https://flic.kr/p/hKPc7z
  16. 16. The company said that, on average, people log into the app 11 times a day.1 • Women spend 8.5 minutes swiping1 • Men spend 7.2 minutes swiping1 • Couples are better matched as they look for social and physical characteristics Photo by Vladmir Pustovit via Flickr: https://flic.kr/p/o1td45
  17. 17. Commenting by 13% & Social Sharing by 22% 8 Gamification helps increase… Photo by Alan O’Rourke via Flickr: https://flic.kr/p/s98dqU
  18. 18. Photo by Calgary Reviews via Flickr: https://flic.kr/p/8AqbUw Twitter was used as a Rapid Response News Service during earthquakes.3 Volunteers uploaded their information, so that maps of the environment could be created in real time to support rescue teams.3
  19. 19. Photo by mckinney75402 via Flickr: https://flic.kr/p/qzJbTm 9
  20. 20. What is the right way to increase community engagement? Photo by Creative Ignition via Flickr: https://flic.kr/p/bPLUcT
  21. 21. Photo by Andrea Santoni via Flickr: https://flic.kr/p/As6v2h 10
  22. 22. Overall, gamified crowdsourcing helps raise awareness and funds by increasing social media activism in a fun and meaningful way. Photo by 401(K) 2012 via Flickr: https://flic.kr/p/brd1K2
  23. 23. Work Cited 1. Bilton, N. (2014, October 29). Tinder, the Fast-Growing Dating App, Taps an Age-Old Truth. Retrieved June 01, 2016, from http://www.nytimes.com/2014/10/30/fashion/tinder-the-fast-growing-dating- app-taps-an-age-old-truth.html 2. Blackman, A. (2015, November 01). Tuition Due? Time to Hit Up Everyone You Know. Retrieved June 01, 2016, from http://www.wsj.com/articles/tuition-due-time-to-hit-up-everyone-you-know- 1446433546 3. Bresciani, S., & Schmeil, A. (2012, June 20). Social media platforms for social good. Retrieved May 30, 2016, from http://ieeexplore.ieee.org.proxy.queensu.ca/stamp/stamp.jsp?tp=&arnumber=6227944 4. Chou, Y. (2014). Examples of Gamified Crowdsourcing. Retrieved May 29, 2016, from http://yukaichou.com/chou-musings/five-examples-of-gamified-crowdsourcing-to-learn-from/ 5. Hamari, J. (2015, October 28). Gamification in Crowdsourcing. Retrieved May 28, 2016, from http://gamification-research.org/2015/10/gamification-in-crowdsourcing/ 6. Hierlihy, M. (2014, January 31). Where fundraising, crowdsourcing and gamification meet – lessons from Super Bowl. Retrieved May 30, 2016, from http://www.causemark.com/where-fundraising- crowdsourcing-and-gamification-meet/ Photo by Richard Wasserman via Flickr: https://flic.kr/p/9sbRkS Internal Sources: 2, 3, 8, 10, 11 External Sources: 1, 3, 4, 5, 6, 7, 9, 12
  24. 24. Work Cited 7. Kavaliova, M., Virjee, F., Maehle, N., & Kleppe, I. A. (2016, January 04). Crowdsourcing innovation and product development: Gamification as a motivational driver. Retrieved May 30, 2016, from http://cogentoa.tandfonline.com/doi/abs/10.1080/23311975.2015.1128132 8. Koetsier, J. (2013, March 26). Billions of online user actions say gamification increases site engagement 29%. Retrieved May 30, 2016, from http://venturebeat.com/2013/03/26/billions-of- online-user-actions-say-gamification-increases-site-engagement-29/ 9. Lin, T. (2011, July 11). Scientists Turn to Crowds on the Web to Finance Their Projects. Retrieved June 01, 2016, from http://www.nytimes.com/2011/07/12/science/12crowd.html?pagewanted=all 10. Ransbeeck, W. V. (2016, April 05). Gamification in Citizen Participation » CitizenLab Blog. Retrieved May 31, 2016, from http://citizenlab.co/blog/uncategorized/gamification-in-citizen-participation/ 11. Sharma, R. (2014, October 20). Stop Pouring Ice on Clicktivism. Retrieved May 31, 2016, from http://www.huffingtonpost.com/ritusharma/stop-pouring-ice-on-click_b_5692555.html 12. Stern, C. M. (2015, May 31). In Praise of Clicktivism. Retrieved May 30, 2016, from http://www.huffingtonpost.com/caryl-m-stern/in-praise-of-clicktivism_b_6978314.html 13. Webster, M. (2016). Gamification. Retrieved May 28, 2016, from http://www.merriam- webster.com/dictionary/gamification Photo by Richard Wasserman via Flickr: https://flic.kr/p/9sbRkS Internal Sources: 2, 3, 8, 10, 11 External Sources: 1, 3, 4, 5, 6, 7, 9, 12