Abstract
Human Computation Games (HCGs) are games that harness human intelligence to tackle computational problems. Put differently, they are a means of crowdsourcing via games. Due to this entertainment-output generation duality, perceived enjoyment and perceived quality of outputs are potentially important determinants of HCG usage. This study adopts a multidimensional view of perceived enjoyment and output quality to investigate their influence on intention to use HCGs. This is done using SPLASH, our developed mobile HCG for crowdsourcing location-based content. Since SPLASH comprises various gaming features, we further study how the different dimensions of enjoyment vary across them. Using a survey of 105 undergraduate and graduate students, findings validated the multidimensionality of perceived enjoyment and output quality and showed their differing influence. As well, the different gaming features elicited different perceptions of enjoyment. Our results thus suggest that HCGs can be used for crowdsourcing tasks if they can fulfill enjoyment and assure output quality.
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Goh, D.HL., Pe-Than, E.P.P., Lee, C.S. (2015). Investigating the Antecedents of Playing Games for Crowdsourcing Location-based Content. In: Allen, R., Hunter, J., Zeng, M. (eds) Digital Libraries: Providing Quality Information. ICADL 2015. Lecture Notes in Computer Science(), vol 9469. Springer, Cham. https://doi.org/10.1007/978-3-319-27974-9_6
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DOI: https://doi.org/10.1007/978-3-319-27974-9_6
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