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[Gamified Crowdsourcing]
Bilal Mufti - 10134620Photo	by	Jaroslaw Popczyk via	Flickr:	https://flic.kr/p/ePigce
The Impact on Community Engagement
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
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
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
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.
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
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
Photo	by	Davide Cassanello via	Flickr:	https://flic.kr/p/HKwkz
11
Online users provide
monetary value
especially if they
receivesocial media
attention.2
Photo	by	Jason	Howie	via	Flickr:	https://flic.kr/p/e5wZ3t
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
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
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
Photo	by	likeablerodent via	Flickr:	https://flic.kr/p/9XvXXy
3
Photo	by	Adrien	Sifre via	Flickr:	https://flic.kr/p/nLvgtZ
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
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
Commenting by 13% & Social Sharing by 22% 8
Gamification helps increase…
Photo	by	Alan	O’Rourke	via	Flickr:	https://flic.kr/p/s98dqU
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
Photo	by	mckinney75402	 via	Flickr:	https://flic.kr/p/qzJbTm
9
What is the right
way to increase
community
engagement?
Photo	by	Creative	Ignition	via	Flickr:	https://flic.kr/p/bPLUcT
Photo	by	Andrea	Santoni via	Flickr:	https://flic.kr/p/As6v2h
10
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
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
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

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Gamified Crowdsourcing: The Impact on Community Engagement

  • 1. [Gamified Crowdsourcing] Bilal Mufti - 10134620Photo by Jaroslaw Popczyk via Flickr: https://flic.kr/p/ePigce The 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
  • 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
  • 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. 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
  • 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
  • 20. What is the right way to increase community engagement? Photo by Creative Ignition via Flickr: https://flic.kr/p/bPLUcT
  • 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