Abstract
This contribution addresses the problem of motivating users to collaboratively enrich a digital collection of multimedia items. The first part of the paper provides some insight on the motivations which drive people to actively participate in social networks. It pays particular attention to the narcissistic act of exhibitionism aimed at social recognition. It then briefly reviews the state of the art on gamification, which plays an important role in improving user involvement. In the final part, it introduces a project that aims at enriching a digital collection on fashion, by letting the users play a question/answer game. It also includes a brief illustration of the expected results and the planned methods to gather data.
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Acknowledgements
The author wishes to thank Dario Urbani, from the Department of Information Engineering of the University of Padua, for his contribution in developing the system and his useful insights on how to interpret the results.
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Micheletti, A. (2017). Motivating and Involving Users Through Gamification: A Proposal. In: Agosti, M., Bertini, M., Ferilli, S., Marinai, S., Orio, N. (eds) Digital Libraries and Multimedia Archives. IRCDL 2016. Communications in Computer and Information Science, vol 701. Springer, Cham. https://doi.org/10.1007/978-3-319-56300-8_3
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DOI: https://doi.org/10.1007/978-3-319-56300-8_3
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