{"id":788,"date":"2018-12-13T14:52:18","date_gmt":"2018-12-13T12:52:18","guid":{"rendered":"https:\/\/webpages.tuni.fi\/gamification\/?p=788"},"modified":"2018-12-13T14:52:18","modified_gmt":"2018-12-13T12:52:18","slug":"788","status":"publish","type":"post","link":"https:\/\/webpages.tuni.fi\/gamification\/2018\/12\/13\/788\/","title":{"rendered":"Cooperation or competition \u2013 When do people contribute more? A field experiment on gamification of crowdsourcing"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-800 size-full\" src=\"https:\/\/webpages.tuni.fi\/gamification\/wp-content\/uploads\/2018\/12\/action.jpg\" alt=\"\" width=\"1920\" height=\"1310\" \/><\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/pixabay.com\/photos\/action-collaborate-collaboration-2277292\/\">Image Source<\/a><\/p>\n<p><span style=\"font-weight: 400;\">During the past decade, advances in modern information and communication technologies have enabled novel forms of economic coordination of under-utilized resources be it human capital, information goods, material goods, or even funding. Perhaps the most noteworthy Internet-based developments that have made resource coordination more effective in recent years are crowdsourcing <\/span><span style=\"font-size: 10px;\">[8][10][33]<\/span><span style=\"font-weight: 400;\">, crowdfunding <\/span><span style=\"font-size: 10px;\">[1]<\/span><span style=\"font-weight: 400;\">, and the sharing economy <\/span><span style=\"font-size: 10px;\">[11] [39]<\/span><span style=\"font-weight: 400;\">. Crowdsourcing in particular commonly uses the Internet to simplify the coordination of human capital and to employ the \u2018crowd\u2019 \u2013 a mass of people reachable via the Internet<\/span><span style=\"font-size: 10px;\"> [2][8]<\/span><span style=\"font-size: 10px;\">[10][29]<\/span><span style=\"font-weight: 400;\"> \u2013 for distributed cooperative problem-solving <\/span><span style=\"font-size: 10px;\">[2] [7] [33]<\/span><span style=\"font-weight: 400;\">. Especially crowdsourcing initiatives where large groups of people explicitly work together to jointly create solutions <\/span>&lt;<span style=\"font-size: 10px;\">[7]<\/span><span style=\"font-weight: 400;\"> has drawn attention in recent years. Popular examples, such as Wikipedia (a crowd-generated comprehensive online encyclopedia), OpenStreetMap (a crowd-generated digital world map), Waze (a navigation system with real-time, crowd-generated traffic information), TripAdvisor (an online portal for crowd-generated reviews of hotels, restaurants, and travel locations) Yelp (a crowd-generated world-spanning business directory), or Ingress (an augmented reality game with a crowd-generated database of landmarks and public art) have spawned comprehensive crowd-created solutions that have made our lives easier\u00a0<\/span><span style=\"font-size: 10px;\">[3][9][12][23][27][30][31][33][41]<\/span><span style=\"font-weight: 400;\">.Inspired by these successful approaches, many organizations are now attempting to harness the collective potential of crowds in order to face the increasing need for extensive databases as part of the emerging digitalization. This includes initiatives such as the crowd-based collecting of data for smart cities <\/span><span style=\"font-size: 10px;\">[6]<\/span><span style=\"font-weight: 400;\">, the crowd-creation of ground truths for machine learning approaches<\/span><span style=\"font-size: 10px;\">[38]<\/span><span style=\"font-weight: 400;\">, or the distributed gathering of location-based data to enable autonomous driving <\/span><span style=\"font-size: 10px;\">[13]<\/span><span style=\"font-weight: 400;\">.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">However, any crowdsourcing initiative&#8217;s success strongly depends on the willingness of a reserve of people to participate in collective value creation <\/span><span style=\"font-size: 10px;\">[2][7][22]<\/span><span style=\"font-weight: 400;\">. The design of appropriate incentive mechanisms that get people to participate in crowdsourcing and motivate active crowdsourcees to invite others via word of mouth is thus of great relevance for the designers and operators of crowdsourcing initiatives<\/span><span style=\"font-size: 10px;\">[18][42][43]<\/span><span style=\"font-weight: 400;\">. Studies have shown that extrinsic incentives, such as financial compensations or utilitarian benefits that arise from the purpose of a crowdsourcing initiative, often play a subordinate role in crowdsourcees\u2019 motivations<\/span><span style=\"font-size: 10px;\">[18][40][43]<\/span><span style=\"font-weight: 400;\">. Various studies indicate that crowdsourcees are driven by intrinsic aspects, such as altruism, the sense of accomplishment, self-development, curiosity, competence satisfaction, or relatedness with a community of peers<\/span><span style=\"font-size: 10px;\">[18][21][31][32][40][43]<\/span><span style=\"font-weight: 400;\">. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">Playing games is especially believed to be a culmination of autotelic activities<\/span><span style=\"font-size: 10px;\">[34][37][36]<\/span><span style=\"font-weight: 400;\">. Therefore, crowdsourcing systems are increasingly gamified<\/span><span style=\"font-size: 10px;\">[14] [25][24]<\/span><span style=\"font-weight: 400;\">, that is, designers enrich crowdsourcing systems with design features from games that address humans\u2019 innate intrinsic needs in order to transform participation in crowdsourcing more autotelic<\/span>&lt;<span style=\"font-size: 10px;\">[15][25]<\/span><span style=\"font-weight: 400;\">. While literature reviews have revealed that crowdsourcing is one of the most popular application areas of gamification <span style=\"font-size: 10px;\">[14]<\/span>, and while most implementations of gamification seem to positively influence crowdsourcees\u2019 motivations and behaviors<\/span><span style=\"font-size: 10px;\">[25][24]<\/span><span style=\"font-weight: 400;\">, there is a lack of comparative studies across different gamification designs. The research has primarily investigated the differences between gamified and non-gamified crowdsourcing <\/span><span style=\"font-size: 10px;\">[4][28] [35]<\/span><span style=\"font-weight: 400;\"> or the effects of a specific gamification feature ; however, the differences between various gamification design features and particularly the effects of features that invoke different goal structures such as competition, cooperation, and inter-team competition have been largely ignored in gamification <\/span><span style=\"font-size: 10px;\">[5][20][25]<\/span><span style=\"font-weight: 400;\"> and game design research.<\/span><span style=\"font-size: 10px;\">[19]<\/span><span style=\"font-weight: 400;\"> This knowledge gap prevents us from designing gamification that optimally harnesses the full potential of the crowd <\/span><span style=\"font-size: 10px;\">[25][24]<\/span><span style=\"font-weight: 400;\">. Thus, while there is clear potential to use gamification in crowdsourcing applications, more granular research result would afford more effective gamification designs for crowdsourcing and similar systems where people cooperatively create emerging outcomes.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">To address these gaps, this study investigated how crowdsourcees\u2019 perceived enjoyment and usefulness, behaviors (system usage, crowdsourcing participation, engagement with the gamification feature) and willingness to recommend crowdsourcing approaches are influenced by the use of cooperative, competitive, and inter-team competitive gamification in crowdsourcing systems. First, we conceptualized cooperative, competitive, and inter-team competitive gamification by drawing on social interdependence theory<\/span><span style=\"font-size: 10px;\">[17][16]<\/span><span style=\"font-weight: 400;\"> and gamification research<\/span><span style=\"font-size: 10px;\">[25][26].<\/span><span style=\"font-weight: 400;\"> Second, we advanced the understanding of their effects on crowdsourcees\u2019 motivations and behaviors by conducting a large field experiment with a gamified crowdsourcing application called <\/span><i><span style=\"font-weight: 400;\">ParKing<\/span><\/i><span style=\"font-weight: 400;\">, which has been developed for the purpose of this research. Pursued this research advances the understanding of competitive and cooperative settings in gamification and provides design knowledge relating to orchestrating competition and cooperation, especially in context of gamified crowdsourcing as well as in related fields.<\/span><\/p>\n<hr \/>\n<p class=\"line-height: 30%\"><b><span style=\"font-size: 17px;\">Cooperation or competition \u2013 When do people contribute more? A field experiment on gamification of crowdsourcing<\/span><\/b><br \/>\n<a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/dr-benedikt-morschheuser\/\"><span style=\"font-weight: 400;\">Benedikt Morschheuser<\/span><\/a><br \/>\n<a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/j-hamari\/\"><span style=\"font-weight: 400;\">Juho Hamari<\/span><\/a><br \/>\n<span style=\"font-weight: 400;\">Alexander Maedche<\/span><\/p>\n<p><b>Citation: <\/b><span style=\"font-weight: 400;\">Morschheuser B, Hamari J, Maedche A. (2018). Cooperation or competition \u2013 When do people contribute more? A field experiment on gamification of crowdsourcing. <\/span><i><span style=\"font-weight: 400;\">International Journal of Human-Computer Studies. <\/span><\/i><\/p>\n<p class=\"line-height: 30%\"><span style=\"font-weight: 400;\">Please see the paper for full details:<\/span><br \/>\n<a href=\"https:\/\/www.sciencedirect.com\/science\/article\/abs\/pii\/S1071581918305822\"><span style=\"font-weight: 400;\">Journal<\/span><\/a><span style=\"font-weight: 400;\"> \u00a0\u00a0\u00a0<\/span><br \/>\n<a href=\"https:\/\/www.researchgate.net\/publication\/328046751_Cooperation_or_Competition_-_When_do_people_contribute_more_A_field_experiment_on_gamification_of_crowdsourcing\"><span style=\"font-weight: 400;\">ResearchGate<\/span><\/a><\/p>\n<p><b>Abstract<\/b><br \/>\n<span style=\"font-size: 13px;\">Information technology is being increasingly employed to harness under-utilized resources via more effective coordination. This progress has manifested in different developments, for instance, crowdsourcing (e.g. Wikipedia, Amazon Mechanical Turk, and Waze), crowdfunding (e.g. Kickstarter, Indiegogo, and RocketHub) or the sharing economy (e.g. Uber, Airbnb, and Didi Chuxing). Since the sustainability of these IT-enabled forms of resource coordination do not commonly rely merely on direct economic benefits of the participants, but also on other non-monetary, intrinsic gratifications, such systems are increasingly gamified that is, designers use features of games to induce enjoyment and general autotelicy of the activity. However, a key problem in gamification design has been whether it is better to use competition-based or cooperation-based designs. We examine this question through a field experiment in a gamified crowdsourcing system, employing three versions of gamification: competitive, cooperative, and inter-team competitive gamification. We study these gamified conditions\u2019 effects on users\u2019 perceived enjoyment and usefulness of the system as well as on their behaviors (system usage, crowdsourcing participation, engagement with the gamification feature, and willingness to recommend the crowdsourcing application). The results reveal that inter-team competitions are most likely to lead to higher enjoyment and crowdsourcing participation, as well as to a higher willingness to recommending a system. Further, the findings indicate that designers should consider cooperative instead of competitive approaches to increase users\u2019 willingness to recommend crowdsourcing systems. These insights add relevant findings to the ongoing discourse on the roles of different types of competitions in gamification designs and suggest that crowdsourcing system designers and operators should implement gamification with competing teams instead of typically used competitions between individuals.<\/span><\/p>\n<p><b>References<\/b><br \/>\n<span style=\"font-size: 12px;\">[1]Agrawal, A., Catalini, C., Goldfarb, A., 2014. Some simple economics of crowdfunding. Innov. Policy Econ. 14, 63\u201397. <\/span><br \/>\n<span style=\"font-size: 12px;\">[2]Brabham, D.C., 2013. Crowdsourcing. MIT Press, Cambridge, MA, USA.<br \/>\n<span style=\"font-size: 12px;\">[3] Budhathoki, N.R., Haythornthwaite, C., 2013. Motivation for open collaboration: crowd and community models and the case of OpenStreetMap. Am. Behav. Sci. 57, 548\u2013575.\u00a0<\/span><\/span><br \/>\n<span style=\"font-size: 12px;\">[4]Brito, J., Vieira, V., Duran, A., 2015. 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Rev. 38, 896\u2013917.\u00a0<\/span><\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Image Source During the past decade, advances in modern information and communication technologies have enabled novel forms of economic coordination of under-utilized resources be it human capital, information goods, material goods, or even funding. Perhaps the most noteworthy Internet-based developments that have made resource coordination&#8230;<\/p>\n","protected":false},"author":7,"featured_media":800,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,6,12,20],"tags":[],"_links":{"self":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts\/788"}],"collection":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/comments?post=788"}],"version-history":[{"count":0,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts\/788\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media\/800"}],"wp:attachment":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media?parent=788"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/categories?post=788"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/tags?post=788"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}