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Games Crowd-Powered Systems Alexander J. Quinn April 16, 2015
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Motivation Fun (Quinn & Bederson 2011)
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ESP Game In 4 months… 13,630 players 80% played on multiple days 33 played for >50 hours (each) 1,271,451 labels for 293,760 images Cost per label: $0.00 (von Ahn et al 2004)
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Gamification “the use of game design elements in non-game contexts” (Deterding et al, MindTrek 2011)
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“… non-game context”
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“… game design elements …” points reputation
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“… game design elements …” points skill acquisition
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“… game design elements …” privileges
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Fun games challenge curiosity fantasy uncertainty (Malone 1982; Shneiderman 2004) usability reliability
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Fun interfaces alluring metaphors compelling content attractive graphics appealing animations satisfying sounds (Shneiderman 2003)
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Not fun
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Flow (Chad Renando 12/2013, sideways thoughts blog)
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Flow Clear set of goals and progress Clear and immediate feedback Balance perceived challenges with own skills ( Csikszentmihalyi 2005; Wikipedia)
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Flow (Oliverbeatson, via Wikipedia)
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Flow
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