Title
Whale of a crowd: Quantifying the effectiveness of crowd-sourced serious games
Abstract
In this paper we analyze several Crowd-Sourced Serious Games (CSSGs), a new genre focused on advancing widely respected causes such as social equality and science. We observe that the general effectiveness of these games has remained largely unknown. Existing performance analyses have been limited to documenting experiences with individual systems. More importantly, existing game analytics approaches are designed for games that provide personal experience and entertainment. In contrast, CSSGs attract participants by evoking their sense of social responsibility and sympathy for others. Intuitively, social awareness and sympathy alone may not result in the same level of consistent participation as personal achievement, or fun. Consequently, the success of a CSSG may be more tightly linked to the contributions of few highly-dedicated players (whales).
Year
DOI
Venue
2014
10.1109/CGames.2014.6934151
Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games
Keywords
Field
DocType
serious games (computing),social aspects of automation,CSSG,crowd-sourced serious games,game analytics approaches,performance analyses,social awareness,social equality,social responsibility,social science,social sympathy,Crowd-Sourced Serious Games,Game Analytics,Player Engagement Rate,Whale Effect Graph
Whale,Sympathy,Game mechanics,Computer science,Simulation,Entertainment,Social equality,Social consciousness,Social responsibility,Multimedia,Game analytics
Conference
Citations 
PageRank 
References 
0
0.34
0
Authors
4
Name
Order
Citations
PageRank
Umit Tellioglu100.34
Geoffrey G. Xie231.15
Justin P. Rohrer3131.15
Charles Prince400.34