Gamifying human behavior in urban crowdsourcing for a sustainable smart city

Risa Kimura, Tatsuo Nakajima

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

Abstract

One of the most important topics in future crowdsourcing is how to influence and coordinate collective people to perform micro-tasks towards their common goal achieved through crowdsourcing activities. For achieving the goal, crowdsourcing needs to take into account coordinating collective people not only encouraging individual people. This paper presents the Game as Rhetoric model that is a framework for designing digital rhetoric, which is embedded in the real world and influences participants' behavior. We then present Collective Action Crowdsourcing and its IoT-based prototype system as an example using the Game as Rhetoric model.

Original languageEnglish
Title of host publication21st International Conference on Information Integration and Web-Based Applications and Services, iiWAS 2019 - Proceedings
EditorsMaria Indrawan-Santiago, Eric Pardede, Ivan Luiz Salvadori, Matthias Steinbauer, Ismail Khalil, Gabriele Anderst-Kotsis
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450371797
DOIs
Publication statusPublished - 2019 Dec 2
Event21st International Conference on Information Integration and Web-Based Applications and Services, iiWAS 2019 - Munich, Germany
Duration: 2019 Dec 22019 Dec 4

Publication series

NameACM International Conference Proceeding Series

Conference

Conference21st International Conference on Information Integration and Web-Based Applications and Services, iiWAS 2019
CountryGermany
CityMunich
Period19/12/219/12/4

Keywords

  • Game as Rhetoric
  • Mobile Crowdsourcing
  • Smart City
  • Social Influence
  • Sustainability

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

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