“…The satisfaction of accepting a problem-solving challenge is also mentioned as mobilising participation (Aitamurto and Saldivar, 2017;Brabham, 2010;Lee et al, 2015;Taylor and Joshi, 2019). Furthermore, participation itself can offer fulfilment or fun, even in cases where the individual believes that their contribution will not influence the result (Aitamurto and Saldivar, 2017;Brabham, 2008;Chit et al, 2017;Tokarchuk et al, 2012). For this reason, a gamified crowdsourcing activity can increase participation and engagement, especially for the less-motivated users, as it makes the experience more delightful and entertaining (Feyisetan and Simperl, 2017;Liu et al, 2012).…”