• DocumentCode
    131545
  • Title

    Whale of a crowd: Quantifying the effectiveness of crowd-sourced serious games

  • Author

    Tellioglu, Umit ; Xie, Geoffrey G. ; Rohrer, Justin P. ; Prince, Charles

  • Author_Institution
    Grad. Sch. of Operational & Inf. Sci, Naval Postgrad. Sch., Monterey, CA, USA
  • fYear
    2014
  • fDate
    28-30 July 2014
  • Firstpage
    1
  • Lastpage
    7
  • Abstract
    In this paper we analyze several Crowd-Sourced Serious Games (CSSGs), a new genre focused on advancing widely respected causes such as social equality and science. We observe that the general effectiveness of these games has remained largely unknown. Existing performance analyses have been limited to documenting experiences with individual systems. More importantly, existing game analytics approaches are designed for games that provide personal experience and entertainment. In contrast, CSSGs attract participants by evoking their sense of social responsibility and sympathy for others. Intuitively, social awareness and sympathy alone may not result in the same level of consistent participation as personal achievement, or fun. Consequently, the success of a CSSG may be more tightly linked to the contributions of few highly-dedicated players (whales).
  • Keywords
    serious games (computing); social aspects of automation; CSSG; crowd-sourced serious games; game analytics approaches; performance analyses; social awareness; social equality; social responsibility; social science; social sympathy; Diseases; Erbium; Games; Measurement; Mobile communication; Productivity; Whales; Crowd-Sourced Serious Games; Game Analytics; Player Engagement Rate; Whale Effect Graph;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES), 2014
  • Conference_Location
    Louisville, KY
  • Print_ISBN
    978-1-4799-5853-5
  • Type

    conf

  • DOI
    10.1109/CGames.2014.6934151
  • Filename
    6934151