2016
DOI: 10.1108/oir-06-2015-0203
|View full text |Cite
|
Sign up to set email alerts
|

Understanding the determinants of human computation game acceptance

Abstract: Purpose – Human computation games (HCGs) that blend gaming with utilitarian purposes are a potentially effective channel for content creation. The purpose of this paper is to investigate the driving factors behind players’ adoption of HCGs through a music video tagging game. The effects of perceived aesthetic experience (PAE) and perceived output quality (POQ) on HCG acceptance are empirically examined. Design/methodology/approach – An i… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2019
2019
2023
2023

Publication Types

Select...
5
2

Relationship

1
6

Authors

Journals

citations
Cited by 10 publications
(2 citation statements)
references
References 54 publications
0
2
0
Order By: Relevance
“…Parallel to the increasing popularity of gamification in crowdsourcing, academic research on the topic has steadily increased and can be expected to continue increasing in the future (Morschheuser et al, 2017). To date, studies examining gamification mainly focused on three aspects: (1) the effectiveness of individual gamification affordance, such as points and leaderboard (Prestopnik & Tang, 2015;Talasila, Curtmola, & Borcea, 2016), storytelling and avatar (Prandi, Nisi, Salomoni, & Nunes, 2015;Sakamoto & Nakajima, 2014), and competitive or cooperative gaming design (Morschheuser et al, 2017; Pe-Than, Goh, & Lee, 2017); (2) the efficiency of gamified crowdsourcing tasks in terms of participation (Eickhoff, Harris, de Vries, & Srinivasan, 2012;Kawajiri, Shimosaka, & Kahima, 2014), output engagement (Goncalves, Hosio, Ferreira, &Kostakos, 2014), andpsychological outcomes (e.g., enjoyment, Altmeyer, Lessel, &Krüger, 2016); and (3) the motivations of using gamified crowdsourcing, such as social influence (Hamari & Koivisto, 2015), intrinsic motivations (Mekler, Brühlmann, Tuch, & Opwis, 2017), and esthetic experience (Wang, Goh, Lim, & Vu, 2016;Wang et al, 2017). Such results provide empirical evidence for gamification developments, providing designers with guidelines in ways of encouraging and engaging users in the crowdsourcing tasks.…”
Section: Crowdsourcing Gamesmentioning
confidence: 99%
“…Parallel to the increasing popularity of gamification in crowdsourcing, academic research on the topic has steadily increased and can be expected to continue increasing in the future (Morschheuser et al, 2017). To date, studies examining gamification mainly focused on three aspects: (1) the effectiveness of individual gamification affordance, such as points and leaderboard (Prestopnik & Tang, 2015;Talasila, Curtmola, & Borcea, 2016), storytelling and avatar (Prandi, Nisi, Salomoni, & Nunes, 2015;Sakamoto & Nakajima, 2014), and competitive or cooperative gaming design (Morschheuser et al, 2017; Pe-Than, Goh, & Lee, 2017); (2) the efficiency of gamified crowdsourcing tasks in terms of participation (Eickhoff, Harris, de Vries, & Srinivasan, 2012;Kawajiri, Shimosaka, & Kahima, 2014), output engagement (Goncalves, Hosio, Ferreira, &Kostakos, 2014), andpsychological outcomes (e.g., enjoyment, Altmeyer, Lessel, &Krüger, 2016); and (3) the motivations of using gamified crowdsourcing, such as social influence (Hamari & Koivisto, 2015), intrinsic motivations (Mekler, Brühlmann, Tuch, & Opwis, 2017), and esthetic experience (Wang, Goh, Lim, & Vu, 2016;Wang et al, 2017). Such results provide empirical evidence for gamification developments, providing designers with guidelines in ways of encouraging and engaging users in the crowdsourcing tasks.…”
Section: Crowdsourcing Gamesmentioning
confidence: 99%
“…First, this study extended the gamification effect on users' continuance behavior to the context of green IT information systems. Existing research has mainly explored the continuance usage of fitness or sport mobile apps (Wang et al, 2016;Huang et al, 2019;Bitri an et al, 2020), and related research in the context of users' environmental protection remains sparse. With the rise in the usage of public welfare apps and users' corporate social responsibility, businesses need to retain users in a creative way (Mi et al, 2021).…”
Section: Theoretical Implicationsmentioning
confidence: 99%