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Games with a purpose for social networking platforms
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Conference on Hypertext and Hypermedia archive
Proceedings of the 20th ACM conference on Hypertext and hypermedia table of contents
Torino, Italy
SESSION: Tracking and exploiting user behavior table of contents
Pages 193-198  
Year of Publication: 2009
ISBN:978-1-60558-486-7
Authors
Walter Rafelsberger  MODUL University Vienna, Vienna, Austria
Arno Scharl  MODUL University Vienna, Vienna, Austria
Sponsors
SIGWEB: ACM Special Interest Group on Hypertext, Hypermedia, and Web
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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ABSTRACT

The online games market has matured in recent years. It is now a multi-billion dollar business with hundreds of millions players worldwide. At the same time, social networking platforms have witnessed unprecedented growth rates and increasingly offer developer interfaces to leverage and extend their built-in core functionality. Benefiting from these trends, games with a purpose are a proven way of leveraging the wisdom of the crowds to address tasks that are trivial for humans but still not solvable by computer algorithms in a satisfying manner. This paper presents an application framework to develop interactive games with a purpose on top of social networking platforms, suitable for deployment in both mobile and Web-based environments. A set of analytic tools helps to evaluate the results and to pre-process the gathered data for use in external applications.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Walter Rafelsberger: colleagues
Arno Scharl: colleagues