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Measuring Engagement of Spectators of Social Digital Games
Published on: July 3, 2021
Competitive gamification in crowdsourcing-based contextual-aware recommender systems
1Department of Management Information Systems, National Chengchi University, No. 64, Sec. 2, ZhiNan Rd., Wenshan District, Taipei City 11605, Taiwan.
Abstract:
During the COVID-19 outbreak, crowdsourcing-based context-aware recommender systems (CARS) which capture the real-time context in a contactless manner played an important role in the "new normal". This study investigates whether this approach effectively supports users' decisions during epidemics and how different game designs affect users performing crowdsourcing tasks. This study developed a crowdsourcing-based CARS focusing on restaurant recommendations. We used four conditions (control, self-competitive, social-competitive, and mixed gamification) and conducted a two-week field study involving 68 users. The system provided recommendations based on real-time contexts including restaurants' epidemic status, allowing users to identify suitable restaurants to visit during COVID-19. The result demonstrates the feasibility of crowdsourcing to collect real-time information for recommendations during COVID-19 and reveals that a mixed competitive game design encourages both high- and low-performance users to engage more and that a game design with self-competitive elements motivates users to take on a wider variety of tasks. These findings inform the design of restaurant recommender systems in an epidemic context and serve as a comparison of incentive mechanisms for gamification of self-competition and competition with others.
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