2015
DOI: 10.1609/hcomp.v3i1.13226
|View full text |Cite
|
Sign up to set email alerts
|

To Play or Not to Play: Interactions between Response Quality and Task Complexity in Games and Paid Crowdsourcing

Abstract: Digital games are a viable alternative to accomplish crowdsourcing tasks that would traditionally require paid online labor. This study compares the quality of crowdsourcing with games and paid crowdsourcing for simple and complex annotation tasks in a controlled exper-iment. While no difference in quality was found for the simple task, paid contributors’ response quality was sub-stantially lower than players’ quality for the complex task (92% vs. 78% average accuracy). Results suggest that crowdsourcing with … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
6
0

Year Published

2016
2016
2022
2022

Publication Types

Select...
4
1

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(6 citation statements)
references
References 24 publications
0
6
0
Order By: Relevance
“…This payment scheme led to an average of USD 0.01226 per label, which is commensurate with other payment schemes, e.g. Krause and Kizilcec (2015) The workflow for workers was the same as volunteers, with the exception that workers did not have the option of revisiting the project. For the 2016 imagery (primary dataset), we recruited 156 workers in February 2022.…”
Section: Recruiting Through Crowdsourcing Marketplacesmentioning
confidence: 59%
See 3 more Smart Citations
“…This payment scheme led to an average of USD 0.01226 per label, which is commensurate with other payment schemes, e.g. Krause and Kizilcec (2015) The workflow for workers was the same as volunteers, with the exception that workers did not have the option of revisiting the project. For the 2016 imagery (primary dataset), we recruited 156 workers in February 2022.…”
Section: Recruiting Through Crowdsourcing Marketplacesmentioning
confidence: 59%
“…With simple tasks, Mao et al (2013) found that paying workers for time spent led to similar quality responses as volunteers (though accuracy could be traded for speed by switching to a "pay per task" model). Krause and Kizilcec (2015) found similar results, though they gave volunteers an image labeling game while giving workers a direct image labeling task.…”
Section: Workers and Volunteersmentioning
confidence: 61%
See 2 more Smart Citations
“…Other suggestions to improve productivity and bolster motivation include: having experts liaise with hackers, 'game-ifying' the searching and report process, and decomposing search domains into small task areas [11,34]. So-called 'gamification' of platforms currently exists in the form of leaderboards, badges, and reward points; however, it has been recognised that the extent to which such techniques are employed is limited [42].…”
Section: Productivitymentioning
confidence: 99%