Gaming for language services

Yuu Nakajima, Ryutaro Otsuka, Reiko Hishiyama, Takao Nakaguchi, Naoyuki Oda

    Research output: Chapter in Book/Report/Conference proceedingChapter

    1 Citation (Scopus)

    Abstract

    Service-oriented computing environments (SoCEs) such as the Language Grid can be regarded as the synthesis of their individual services. However, to make sustainable SoCEs, the user will want assurance that the billing structure is valid of and apportionment of cost burden among users is fair. To analyze the factors involved, we conduct donation and investment games for a machine translation service, where the service users participate in gaming. The results confirm the existence of users that actively try to make donations and social investments, users that remain passive to this kind of service, as well as users who tend to free ride on other users. Furthermore, we find that setting bonuses based on the total amount of donation and investment is effective in incentivizing some players to donate and invest. We also show how to reduce the cost of developing and executing gaming exercises for domain practitioners or experts. We define a game as a workflow of collaborative tasks executed by players. We develop game definition criteria to simplify game descriptions. We develop a gaming environment that enables web-based games to be implemented by using the game definitions.

    Original languageEnglish
    Title of host publicationCognitive Technologies
    PublisherSpringer-Verlag
    Pages193-208
    Number of pages16
    Edition9789811077920
    DOIs
    Publication statusPublished - 2018 Jan 1

    Publication series

    NameCognitive Technologies
    Number9789811077920
    ISSN (Print)1611-2482

    Fingerprint

    Costs

    Keywords

    • Gaming
    • Participatory simulation
    • Public goods game
    • Sustainable service design

    ASJC Scopus subject areas

    • Software
    • Artificial Intelligence

    Cite this

    Nakajima, Y., Otsuka, R., Hishiyama, R., Nakaguchi, T., & Oda, N. (2018). Gaming for language services. In Cognitive Technologies (9789811077920 ed., pp. 193-208). (Cognitive Technologies; No. 9789811077920). Springer-Verlag. https://doi.org/10.1007/978-981-10-7793-7_12

    Gaming for language services. / Nakajima, Yuu; Otsuka, Ryutaro; Hishiyama, Reiko; Nakaguchi, Takao; Oda, Naoyuki.

    Cognitive Technologies. 9789811077920. ed. Springer-Verlag, 2018. p. 193-208 (Cognitive Technologies; No. 9789811077920).

    Research output: Chapter in Book/Report/Conference proceedingChapter

    Nakajima, Y, Otsuka, R, Hishiyama, R, Nakaguchi, T & Oda, N 2018, Gaming for language services. in Cognitive Technologies. 9789811077920 edn, Cognitive Technologies, no. 9789811077920, Springer-Verlag, pp. 193-208. https://doi.org/10.1007/978-981-10-7793-7_12
    Nakajima Y, Otsuka R, Hishiyama R, Nakaguchi T, Oda N. Gaming for language services. In Cognitive Technologies. 9789811077920 ed. Springer-Verlag. 2018. p. 193-208. (Cognitive Technologies; 9789811077920). https://doi.org/10.1007/978-981-10-7793-7_12
    Nakajima, Yuu ; Otsuka, Ryutaro ; Hishiyama, Reiko ; Nakaguchi, Takao ; Oda, Naoyuki. / Gaming for language services. Cognitive Technologies. 9789811077920. ed. Springer-Verlag, 2018. pp. 193-208 (Cognitive Technologies; 9789811077920).
    @inbook{b5e045b601854ad085aa30f67d175f86,
    title = "Gaming for language services",
    abstract = "Service-oriented computing environments (SoCEs) such as the Language Grid can be regarded as the synthesis of their individual services. However, to make sustainable SoCEs, the user will want assurance that the billing structure is valid of and apportionment of cost burden among users is fair. To analyze the factors involved, we conduct donation and investment games for a machine translation service, where the service users participate in gaming. The results confirm the existence of users that actively try to make donations and social investments, users that remain passive to this kind of service, as well as users who tend to free ride on other users. Furthermore, we find that setting bonuses based on the total amount of donation and investment is effective in incentivizing some players to donate and invest. We also show how to reduce the cost of developing and executing gaming exercises for domain practitioners or experts. We define a game as a workflow of collaborative tasks executed by players. We develop game definition criteria to simplify game descriptions. We develop a gaming environment that enables web-based games to be implemented by using the game definitions.",
    keywords = "Gaming, Participatory simulation, Public goods game, Sustainable service design",
    author = "Yuu Nakajima and Ryutaro Otsuka and Reiko Hishiyama and Takao Nakaguchi and Naoyuki Oda",
    year = "2018",
    month = "1",
    day = "1",
    doi = "10.1007/978-981-10-7793-7_12",
    language = "English",
    series = "Cognitive Technologies",
    publisher = "Springer-Verlag",
    number = "9789811077920",
    pages = "193--208",
    booktitle = "Cognitive Technologies",
    edition = "9789811077920",

    }

    TY - CHAP

    T1 - Gaming for language services

    AU - Nakajima, Yuu

    AU - Otsuka, Ryutaro

    AU - Hishiyama, Reiko

    AU - Nakaguchi, Takao

    AU - Oda, Naoyuki

    PY - 2018/1/1

    Y1 - 2018/1/1

    N2 - Service-oriented computing environments (SoCEs) such as the Language Grid can be regarded as the synthesis of their individual services. However, to make sustainable SoCEs, the user will want assurance that the billing structure is valid of and apportionment of cost burden among users is fair. To analyze the factors involved, we conduct donation and investment games for a machine translation service, where the service users participate in gaming. The results confirm the existence of users that actively try to make donations and social investments, users that remain passive to this kind of service, as well as users who tend to free ride on other users. Furthermore, we find that setting bonuses based on the total amount of donation and investment is effective in incentivizing some players to donate and invest. We also show how to reduce the cost of developing and executing gaming exercises for domain practitioners or experts. We define a game as a workflow of collaborative tasks executed by players. We develop game definition criteria to simplify game descriptions. We develop a gaming environment that enables web-based games to be implemented by using the game definitions.

    AB - Service-oriented computing environments (SoCEs) such as the Language Grid can be regarded as the synthesis of their individual services. However, to make sustainable SoCEs, the user will want assurance that the billing structure is valid of and apportionment of cost burden among users is fair. To analyze the factors involved, we conduct donation and investment games for a machine translation service, where the service users participate in gaming. The results confirm the existence of users that actively try to make donations and social investments, users that remain passive to this kind of service, as well as users who tend to free ride on other users. Furthermore, we find that setting bonuses based on the total amount of donation and investment is effective in incentivizing some players to donate and invest. We also show how to reduce the cost of developing and executing gaming exercises for domain practitioners or experts. We define a game as a workflow of collaborative tasks executed by players. We develop game definition criteria to simplify game descriptions. We develop a gaming environment that enables web-based games to be implemented by using the game definitions.

    KW - Gaming

    KW - Participatory simulation

    KW - Public goods game

    KW - Sustainable service design

    UR - http://www.scopus.com/inward/record.url?scp=85042563371&partnerID=8YFLogxK

    UR - http://www.scopus.com/inward/citedby.url?scp=85042563371&partnerID=8YFLogxK

    U2 - 10.1007/978-981-10-7793-7_12

    DO - 10.1007/978-981-10-7793-7_12

    M3 - Chapter

    AN - SCOPUS:85042563371

    T3 - Cognitive Technologies

    SP - 193

    EP - 208

    BT - Cognitive Technologies

    PB - Springer-Verlag

    ER -