Designing games with a purpose

@article{Ahn2008DesigningGW,
  title={Designing games with a purpose},
  author={L. V. Ahn and Laura A. Dabbish},
  journal={Commun. ACM},
  year={2008},
  volume={51},
  pages={58-67}
}
Data generated as a side effect of game play also solves computational problems and trains AI algorithms. 
Gaining wisdom from crowds
Online games are harnessing humans' skills to solve scientific problems that are currently beyond the ability of computers.
Games with a scientific purpose
The protein folding game Foldit shows that games are an effective way to recruit, engage and organize ordinary citizens to help solve difficult scientific problems.
JUICINESS IN CITIZEN SCIENCE COMPUTER GAMES: ANALYSIS OF A PROTOTYPICAL GAME
Juiciness in Citizen Science Computer Games: Analysis of a Prototypical Game
Matching Game Mechanics and Human Computation Tasks in Games with a Purpose
TLDR
This work attempts to solve shortcomings for novel designers by providing a development process to follow when designing new Games with a Purpose (GWAP) and the definition of the multimedia refinement tasks best suited to be solved with GWAPs and the list of traditional game mechanics that best match these tasks. Expand
OutRandom: addressing an underrated skill
TLDR
The concept, design and results of a computer game that addresses human's ability to produce random binary sequences and is well suited for scientific research on the production and assessment of randomness by humans are described. Expand
Use of the Free to Play model in games with a purpose: the RoboCorp game case study
TLDR
The use of various mechanisms known from the popular Free to Play model to provide a fun and attractive gameplay in RoboCorp are presented and described in detail in the context of RoboCorp. Expand
The Rise of Serious Games and Gamified Application in Software Development
TLDR
In this paper insights about the experience in developing and applying Serious Games to solve data collection, refinement and processing problems are provided, and four case studies are analyzed, describing the elements that have led to effective solutions. Expand
A framework for exploring and evaluating mechanics in human computation games
TLDR
This work outlines a formal representation of the mechanics in HCGs, providing a structural breakdown to visualize, compare, and explore the space of HCG mechanics, and presents a methodology based on small-scale design experiments using fixed tasks while varying game elements to observe effects on both the player experience and the human computation task completion. Expand
Doing Useful Work Using Games
TLDR
This paper reviews four so called games with purpose, games whose primarily objective for the designers are for carrying out tasks that would be difficult for automated algorithms as well as a game as a learning tool with the ability to generate useful metadata as a side benefit. Expand
...
1
2
3
4
5
...

References

SHOWING 1-10 OF 34 REFERENCES
Game-like navigation and responsiveness in non-game applications
Real-time response and interactive narrative provide a game-like experience in two systems: Boom Chameleon for evaluating virtual models and StyleCam for developing online product marketing andExpand
Heuristics for designing enjoyable user interfaces: Lessons from computer games
In this paper, I will discuss two questions: (1) Why are computer games so captivating? and (2) How can the features that make computer games captivating be used to make other user interfacesExpand
GameFlow: a model for evaluating player enjoyment in games
TLDR
It is concluded that the GameFlow model can be used in its current form to review games; further work will provide tools for designing and evaluating enjoyment in games. Expand
Computer games as interfaces
TLDR
Pace is defined in the past as " the rate at which players experience new challenges and novel game details, but spans across most, if not all, game genres". Expand
HEURISTICS AND USABILITY GUIDELINES FOR THE CREATION AND EVALUATION OF FUN IN VIDEO GAMES
TLDR
The heuristics created in this study are a starting point for the construction of a standard list of game heuristic for use by the game development community. Expand
Fitness computer game with a bodily user interface
TLDR
A fitness computer game which aims at making the exercise session more motivating and rich in experiences and the bodily user interface was selected because it seems that it can add to users sense of presence and it is suitable for exercising purposes. Expand
What makes things fun to learn? heuristics for designing instructional computer games
TLDR
My intuitions about what makes computer games fun are described, and the essential characteristics of good computer games and other intrinsically enjoyable situations can be organized into three categories: challenge, fantasy, and curiosity. Expand
Doom as an interface for process management
TLDR
This paper explores a novel interface to a system administration task by modifying a popular computer game, Doom, to perform useful work and highlights the adversarial relationships that exist in a computer and suggests a new resource allocation scheme. Expand
Labeling images with a computer game
TLDR
A new interactive system: a game that is fun and can be used to create valuable output that addresses the image-labeling problem and encourages people to do the work by taking advantage of their desire to be entertained. Expand
Engineering Joy
TLDR
The authors propose systematic methods of taking into account one of its main determinants, hedonic quality, and its complex interplay with usability and utility as a step toward truly engineering the user experience. Expand
...
1
2
3
4
...