Crowdsourcing data collection through mobile gamification : leveraging the freemium model
dc.contributor.advisor | Mandryk, Regan | en_US |
dc.contributor.committeeMember | Stanley, Kevin | en_US |
dc.contributor.committeeMember | Bell, Scott | en_US |
dc.contributor.committeeMember | Neufeld, Eric | en_US |
dc.creator | Dergousoff, Kristen | en_US |
dc.date.accessioned | 2015-09-10T12:00:12Z | |
dc.date.available | 2015-09-10T12:00:12Z | |
dc.date.created | 2015-07 | en_US |
dc.date.issued | 2015-09-09 | en_US |
dc.date.submitted | July 2015 | en_US |
dc.description.abstract | Classic ways of gathering data on human behavior, such as laboratory based user studies, can be time-consuming, costly and are subject to limited participant pools. Crowdsourcing offers a reduction in operating costs and access to a diverse and large participant pool, however issues arise concerning low worker pay and questions about data quality. Gamification provides a motivation to participate, but also requires the development of specialized, research-question specific games that can be costly to produce. We provide another alternative that combines gamification and crowdsourcing in a smartphone-based system that emulates the popular Freemium model of micro-transactions to motivate voluntary participation through in-game rewards, using a robust framework to study multiple unrelated research questions within the same system. We deployed our prototype framework on the Android market and gathered data over a period of 5 weeks. We compared this data to that gathered from a gamified laboratory version and a non-gamified laboratory version, and found that players who use the in-game rewards were motivated to do experimental tasks. The data showed that there was no difference between the groups for performance on a motor task; however, performance on a cognitive task was worse for the crowdsourced Android group. We discuss the possible reasons for this and provide options for improving data collection and performance on tasks. | en_US |
dc.identifier.uri | http://hdl.handle.net/10388/ETD-2015-07-2166 | en_US |
dc.language.iso | eng | en_US |
dc.subject | crowdsourcing | en_US |
dc.subject | freemium | en_US |
dc.subject | gamification | en_US |
dc.title | Crowdsourcing data collection through mobile gamification : leveraging the freemium model | en_US |
dc.type.genre | Thesis | en_US |
dc.type.material | text | en_US |
thesis.degree.department | Computer Science | en_US |
thesis.degree.discipline | Computer Science | en_US |
thesis.degree.grantor | University of Saskatchewan | en_US |
thesis.degree.level | Masters | en_US |
thesis.degree.name | Master of Science (M.Sc.) | en_US |