Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts 2019
DOI: 10.1145/3341215.3356299
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Using Q-Learning for Sequencing Level Difficulties in a Citizen Science Matching Game

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“…Gamification in general is used as an approach to improve engagement [2]. Prior work has looked at mitigating disengagement via approaches such as gamification and task variety [1,9,10]. Additionally, performing image labeling in a co-located setting can open up in-depth discussions, with potential to enhance the crowdsourcing experience and outcomes, such as achieving longer-term engagement [12].…”
Section: Introductionmentioning
confidence: 99%
“…Gamification in general is used as an approach to improve engagement [2]. Prior work has looked at mitigating disengagement via approaches such as gamification and task variety [1,9,10]. Additionally, performing image labeling in a co-located setting can open up in-depth discussions, with potential to enhance the crowdsourcing experience and outcomes, such as achieving longer-term engagement [12].…”
Section: Introductionmentioning
confidence: 99%