gamified crowdsourcing: the impact on community engagement
TRANSCRIPT
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[Gamified Crowdsourcing]
Bilal Mufti - 10134620PhotobyJaroslaw Popczyk viaFlickr:https://flic.kr/p/ePigce
The Impact on Community Engagement
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Gamification[gey-muh-fi-key-shuh n]
noun
1. the process of adding games or game like elements to something (as a task) so as to encourage participation13
PhotoJoeviaFlickr:https://flic.kr/p/bq39eW
Crowdsourcing[/ˈkroudˌsôrs/-ing]
noun
1. the practice of obtaining needed services, ideas, or content by soliciting contributions from a large group of people and especially from the online community rather than from traditional employees or suppliers13
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What Is Happening?
1. Crowdsourcing initiatives benefitfrom gaming elements and design
2. Gamification helps increase overall community engagement
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PhotobyDiegoQuintanaviaFlickr:https://flic.kr/p/9vMXYQ
Crowd sourcing (CS) is one major application of Gamification.5
CS initiatives are taking advantage of gamification to provide other motives than just monetary value.5
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When gamification meets crowdsourcing,5 key trends emerge.
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1.Consumer engagement increases
2.Consumers become stronger advocates
3.Brand metrics increase significantly
4.Consumer value grows by 30-60%
5.Marketing expenditures decrease
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ALS ICE BUCKET CHALLENGE11
• A popular gamified crowdsourcing initiative
• The more creative the campaign, the more likes, comments, and shares
• Ultimately, it helped raise awareness and funds
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Online users provide monetary value especially if they
receive social media attention.2
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GoFundMe, a monetary crowdsourcing site demonstrates the purpose:
1. Large audience2. Ability to Share3. Community
Engagement
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UNICEF’s Tap Project and Kid Power Program
have changed the charitable donations
landscape. 12
By capitalizing on digital gamified trends
UNICEF’s campaigns have made tangible impacts around the
world.12
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Getting involved with a charity through social media creates an impression of support.12
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Dating applications, such as Tinder, have gamified the experience, so finding your perfect someone can be enjoyable and personable.
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The company said that, on average, people log into the app 11 times a day.1
• Women spend 8.5 minutesswiping1
• Men spend 7.2 minutes swiping1
• Couples are better matched as they look for social and physical characteristics
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Commenting by 13% & Social Sharing by 22% 8
Gamification helps increase…
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Twitter was used as a Rapid Response News
Service during earthquakes.3
Volunteers uploaded their information, so that maps of the environment could be created in real time to support rescue teams.3
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What is the right way to increase
community engagement?
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Overall, gamified crowdsourcing helps raise awareness and funds by
increasing social media activism in a fun and meaningful way.Photoby401(K) 2012viaFlickr:https://flic.kr/p/brd1K2
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Work Cited
1. Bilton,N.(2014,October29).Tinder, theFast-GrowingDatingApp,TapsanAge-OldTruth.RetrievedJune01,2016,fromhttp://www.nytimes.com/2014/10/30/fashion/tinder-the-fast-growing-dating-app-taps-an-age-old-truth.html
2. Blackman,A.(2015,November01).TuitionDue?TimetoHitUpEveryoneYouKnow.RetrievedJune01,2016,fromhttp://www.wsj.com/articles/tuition-due-time-to-hit-up-everyone-you-know-1446433546
3. Bresciani,S.,&Schmeil,A.(2012,June20).Socialmediaplatformsforsocialgood.RetrievedMay30,2016,fromhttp://ieeexplore.ieee.org.proxy.queensu.ca/stamp/stamp.jsp?tp=&arnumber=6227944
4. Chou,Y.(2014).ExamplesofGamifiedCrowdsourcing.RetrievedMay29,2016,fromhttp://yukaichou.com/chou-musings/five-examples-of-gamified-crowdsourcing-to-learn-from/
5. Hamari,J.(2015,October28).GamificationinCrowdsourcing.RetrievedMay28,2016,fromhttp://gamification-research.org/2015/10/gamification-in-crowdsourcing/
6. Hierlihy,M.(2014,January31).Wherefundraising, crowdsourcingandgamificationmeet– lessonsfromSuperBowl.RetrievedMay30,2016,fromhttp://www.causemark.com/where-fundraising-crowdsourcing-and-gamification-meet/
PhotobyRichardWassermanviaFlickr:https://flic.kr/p/9sbRkSInternalSources:2,3,8,10,11ExternalSources:1,3,4,5,6,7,9,12
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Work Cited
7. Kavaliova,M.,Virjee,F.,Maehle,N.,&Kleppe, I.A.(2016, January04).Crowdsourcing innovationandproductdevelopment:Gamificationasamotivationaldriver.RetrievedMay30,2016,fromhttp://cogentoa.tandfonline.com/doi/abs/10.1080/23311975.2015.1128132
8. Koetsier, J.(2013,March26).Billionsofonlineuseractionssaygamificationincreasessiteengagement 29%.RetrievedMay30,2016,fromhttp://venturebeat.com/2013/03/26/billions-of-online-user-actions-say-gamification-increases-site-engagement-29/
9. Lin,T.(2011, July11).ScientistsTurn toCrowdsontheWebtoFinanceTheirProjects.RetrievedJune01,2016,fromhttp://www.nytimes.com/2011/07/12/science/12crowd.html?pagewanted=all
10. Ransbeeck,W.V.(2016,April05).GamificationinCitizenParticipation»CitizenLab Blog.RetrievedMay31,2016,fromhttp://citizenlab.co/blog/uncategorized/gamification-in-citizen-participation/
11. Sharma,R.(2014,October20).StopPouring IceonClicktivism.RetrievedMay31,2016, fromhttp://www.huffingtonpost.com/ritusharma/stop-pouring-ice-on-click_b_5692555.html
12. Stern,C.M.(2015,May31).InPraiseofClicktivism.RetrievedMay30,2016,fromhttp://www.huffingtonpost.com/caryl-m-stern/in-praise-of-clicktivism_b_6978314.html
13. Webster,M.(2016).Gamification.RetrievedMay28,2016,fromhttp://www.merriam-webster.com/dictionary/gamification
PhotobyRichardWassermanviaFlickr:https://flic.kr/p/9sbRkSInternalSources:2,3,8,10,11ExternalSources:1,3,4,5,6,7,9,12