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.
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. 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
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
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. 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. 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. 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
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. 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. Commenting by 13% & Social Sharing by 22% 8
Gamification helps increase…
Photo by Alan O’Rourke via Flickr: https://flic.kr/p/s98dqU
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. 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. 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