A multilingual gaming simulation is suggested as the basis of an experiment by which we discuss complex problems such as global civics or environmental problems. Assigning tags is a very important way to analyze this experiment. However, assigning tags has a cost that is too large for analysts. In this study, we suggest and introduce a method for participants to voluntarily self-tag, focusing on gamification and crowdsourcing. As a result, we verified that it is possible for analysts to reduce the tagging cost when analyzing and to analyze results more accurately.
|出版ステータス||Published - 2013 1月 1|
|イベント||2nd International Conference on Future Generation Communication Technologies, FGCT 2013 - London, United Kingdom|
継続期間: 2013 11月 12 → 2013 11月 14
|Conference||2nd International Conference on Future Generation Communication Technologies, FGCT 2013|
|Period||13/11/12 → 13/11/14|
ASJC Scopus subject areas
- コンピュータ ネットワークおよび通信