This contribution addresses the problem of motivating users to collaboratively enrich a digital collection of multimedia items. The first part of the paper provides some insight on the motivations which drive people to actively participate in social networks. It pays particular attention to the narcissistic act of exhibitionism aimed at social recog-nition. It then briefly reviews the state of the art on gamification, which plays an important role in improving user involvement. In the final part, it introduces a project that aims at enriching a digital collection on fash-ion, by letting the users play a question/answer game. It also includes a brief illustration of the expected results and the planned methods to gather data.

Motivating and Involving Users through Gamification: A Proposal

andrea micheletti
Writing – Original Draft Preparation
2016

Abstract

This contribution addresses the problem of motivating users to collaboratively enrich a digital collection of multimedia items. The first part of the paper provides some insight on the motivations which drive people to actively participate in social networks. It pays particular attention to the narcissistic act of exhibitionism aimed at social recog-nition. It then briefly reviews the state of the art on gamification, which plays an important role in improving user involvement. In the final part, it introduces a project that aims at enriching a digital collection on fash-ion, by letting the users play a question/answer game. It also includes a brief illustration of the expected results and the planned methods to gather data.
2016
Digital Libraries and Multimedia Archives
978-3-319-56299-5
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11577/3500360
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social impact