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DOI: 10.5445/IR/1000074115
Veröffentlicht am 19.12.2017

The Gamification of Crowdsourcing Systems: Empirical Investigations and Design

Morschheuser, Benedikt

Abstract:
Recent developments in modern information and communication technologies have spawned two rising phenomena, gamification and crowdsourcing, which are increasingly being combined into gamified crowdsourcing systems. While a growing number of organizations employ crowdsourcing as a way to outsource tasks related to the inventing, producing, funding, or distributing of their products and services to the crowd – a large group of people reachable via the internet – crowdsourcing initiatives become enriched with design features from games to motivate the crowd to participate in these efforts. From a practical perspective, this combination seems intuitively appealing, since using gamification in crowdsourcing systems promises to increase motivations, participation and output quality, as well as to replace traditionally used financial incentives. However, people in large groups all have individual interests and motivations, which makes it complex to design gamification approaches for crowds. Further, crowdsourcing systems exist in various forms and are used for various tasks and problems, thus requiring different incentive mechanisms for di ... mehr


Zugehörige Institution(en) am KIT Institut für Informationswirtschaft und Marketing (IISM)
Publikationstyp Hochschulschrift
Jahr 2017
Sprache Englisch
Identifikator URN: urn:nbn:de:swb:90-741155
KITopen-ID: 1000074115
Verlag Karlsruhe
Umfang VIII, 165 S.
Abschlussart Dissertation
Fakultät Fakultät für Wirtschaftswissenschaften (WIWI)
Institut Institut für Informationswirtschaft und Marketing (IISM)
Prüfungsdatum 22.11.2017
Referent/Betreuer Prof. A. Mädche
Schlagworte Gamification, Crowdsourcing, Conceptualization, Literature review, Empirical study, Field experiment, Research agenda, Human computation, Persuasive technology, Augerented reality, Game design, Serious games, Cooperation, Collaboration, Design research, Goal setting, Motivational design, Social interdependence, Online games, We-intention, Design principles, Design knowledge
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