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Cooperation or Competition – When do people contribute more? A field experiment on gamification of crowdsourcing

Morschheuser, Benedikt 1; Hamari, Juho; Maedche, Alexander 1
1 Karlsruher Institut für Technologie (KIT)

Abstract (englisch):

Information technology is being increasingly employed to harness under-utilized resources via more effective coordination. This progress has manifested in different developments, for instance, crowdsourcing (e.g. Wikipedia, Amazon Mechanical Turk, and Waze), crowdfunding (e.g. Kickstarter, Indiegogo, and RocketHub) or the sharing economy (e.g. Uber, Airbnb, and Didi Chuxing). Since the sustainability of these IT-enabled forms of resource coordination do not commonly rely merely on direct economic benefits of the participants, but also on other non-monetary, intrinsic gratifications, such systems are increasingly gamified that is, designers use features of games to induce enjoyment and general autotelicy of the activity. However, a key problem in gamification design has been whether it is better to use competition-based or cooperation-based designs. We examine this question through a field experiment in a gamified crowdsourcing system, employing three versions of gamification: competitive, cooperative, and inter-team competitive gamification. We study these gamified conditions’ effects on users’ perceived enjoyment and usefulness of the system as well as on their behaviors (system usage, crowdsourcing participation, engagement with the gamification feature, and willingness to recommend the crowdsourcing application). ... mehr

DOI: 10.1016/j.ijhcs.2018.10.001
Zitationen: 115
Zitationen: 123
Zugehörige Institution(en) am KIT Fakultät für Wirtschaftswissenschaften – Institut für Informationswirtschaft und Marketing (IISM)
Publikationstyp Zeitschriftenaufsatz
Publikationsjahr 2019
Sprache Englisch
Identifikator ISSN: 1071-5819
KITopen-ID: 1000086189
Erschienen in International journal of human - computer studies
Verlag Elsevier
Band 127
Seiten 7-24
Vorab online veröffentlicht am 03.10.2018
Schlagwörter Gamification, Crowdsourcing, Augmented reality, Goal setting, Social interdependence, Collaboration
Nachgewiesen in Scopus
Web of Science
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