2012 International Conference on Computing Sciences 2012
DOI: 10.1109/iccs.2012.18
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CAPTCHINO - A Gamification of Image-Based CAPTCHAs to Evaluate Usability Issues

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Cited by 11 publications
(4 citation statements)
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“…Among several distinct definitions available in literature, we acknowledge gamification as the use of game-design elements in non-gaming contexts (Deterding et al, 2011), in a process of enhancing a service with game-related features that support users' overall value creation (Huotari & Hamari, 2017). Gamification seeks to unite functionality and engagement , to increase usability (Saha et al, 2012), productivity, and satisfaction (Rajanen & Rajanen, 2017), to create more enjoyable experiences (Liu & Santhanam, 2017), to drive behaviours (Rodrigues et al, 2014), and to produce positive business impact (Morschheuser et al, 2015).…”
Section: Introductionmentioning
confidence: 99%
“…Among several distinct definitions available in literature, we acknowledge gamification as the use of game-design elements in non-gaming contexts (Deterding et al, 2011), in a process of enhancing a service with game-related features that support users' overall value creation (Huotari & Hamari, 2017). Gamification seeks to unite functionality and engagement , to increase usability (Saha et al, 2012), productivity, and satisfaction (Rajanen & Rajanen, 2017), to create more enjoyable experiences (Liu & Santhanam, 2017), to drive behaviours (Rodrigues et al, 2014), and to produce positive business impact (Morschheuser et al, 2015).…”
Section: Introductionmentioning
confidence: 99%
“…Gamification refers to game elements being applied to a non-game environment (Deterding, Dixon, Khaled, & Nacke, 2011). Aside from enriching the joyous experience in services and increasing the intention to use, it can create interaction among groups (Hamari & Koivisto, 2015;Huotari & Hamari, 2017;Liu, Santhanam, & Webster, 2017) and promote usability, productivity, and satisfaction (Saha, Manna, & Geetha, 2012;Rajanen & Rajanen, 2017), thus pushing forward publicity and generating a positive effect on performance (Rodrigues, Costa, & Oliveira, 2014). In recent years, gamification has been increasingly applied to various subjects, including education (Simões, Redondo, & Vilas, 2013;Kim, Song, Lockee, & Burton, 2018), environmental and ecological behavior (Prestopnik & Tang, 2015), health and medicine (Fleming et al, 2017), creative business and marketing (Roth, Schneckenberg, & Tsai, 2015), software development and machine learning (Chow & Huang, 2017), politics (Santos et al, 2015), tourism (Saoud & Jung, 2018), and energy popularization and application (Nicholson, 2012).…”
Section: Introductionmentioning
confidence: 99%
“…The gamification of work has been addressed in several projects [34,28,9], and many work tasks have been successfully gamified in the past, including calibration [11], office tasks and interactions [24], protein folding [4], image identification [21,22], industrial assembly tasks [17], and Unix process management [5]. In addition to improvements in engagement or user preference, gamified tasks like Digitalkoot [6], CAPTCHINO [32], the ESP Game [37], and calibration games [11] were also able to produce useful data from users.…”
Section: Gamification Of Work-like Tasksmentioning
confidence: 99%
“…In such cases studying the effect of gamification has been limited to design analysis [6,21,32], comparisons made to similar non-gamified systems [17,24], or anecdotal evidence of non-gamified versions of the system which performed poorly [27,38]. While some work has been done to compare the effects of different game elements on motivation [13,15,22], there is much still to be done, since only a limited number of game-like elements and system domains have been tested, and since previous results are often limited to small groups and laboratory contexts [13].…”
Section: Introductionmentioning
confidence: 99%