Online Multiplayer Games for Crowdsourcing the Development of Digital Assets

dc.contributor.authorSamuli Laato
dc.contributor.authorSonja M. Hyrynsalmi
dc.contributor.authorMauri Paloheimo
dc.contributor.organizationfi=humanistinen tiedekunta|en=Faculty of Humanities|
dc.contributor.organizationfi=opettajankoulutuslaitos (Turku)|en=Department of Teacher Education (Turku)|
dc.contributor.organizationfi=tietojenkäsittelytiede|en=Computer Science|
dc.contributor.organizationfi=tietotekniikan laitos|en=Department of Computing|
dc.contributor.organization-code1.2.246.10.2458963.20.17986072860
dc.contributor.organization-code1.2.246.10.2458963.20.66110562478
dc.contributor.organization-code1.2.246.10.2458963.20.85312822902
dc.contributor.organization-code2606803
dc.converis.publication-id44005494
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/44005494
dc.date.accessioned2022-10-28T14:31:12Z
dc.date.available2022-10-28T14:31:12Z
dc.description.abstract<p>Crowdsourcing has emerged as a cost-efficient solution for companies to resolve certain tasks requiring vast amounts of human input. In order to motivate participants to harness their best efforts for the crowdsourcing task, companies are gamifying or creating complete games around crowdsourcing problems. The location-based game Ingress integrated the development of a geographically distributed database of points of interest in its game design. Players submitted and later peer-reviewed PoI candidates for Niantic for free, who then used the crowdsourced database as backbone for such popular games as Pokémon GO and Harry Potter: Wizards Unite. This study analyzes the solution in Ingress from two main perspectives: (1) how the game motivates players to participate in the crowdsourcing tasks and (2) how crowdsourcing fits into the game creator Niantic’s revenue model. The results show that Ingress players are provided multi-layered motivation to participate in crowdsourcing. The crowdsourcing tasks influence the game world, but are not limited inside it, and can be used elsewhere. Adopting crowdsourcing as a business strategy has served Niantic well, making Niantic an international multi-billion dollar company. Therefore it is predicted that more online multiplayer games implementing crowdsourcing as a revenue stream are likely to emerge in the near future. </p>
dc.format.pagerange387
dc.format.pagerange401
dc.identifier.eisbn978-3-030-33742-1
dc.identifier.isbn978-3-030-33741-4
dc.identifier.issn1865-1348
dc.identifier.jour-issn1865-1348
dc.identifier.olddbid188746
dc.identifier.oldhandle10024/171840
dc.identifier.urihttps://www.utupub.fi/handle/11111/55600
dc.identifier.urlhttps://link.springer.com/chapter/10.1007/978-3-030-33742-1_31
dc.identifier.urnURN:NBN:fi-fe2021042826912
dc.language.isoen
dc.okm.affiliatedauthorLaato, Samuli
dc.okm.affiliatedauthorHyrynsalmi, Sonja
dc.okm.affiliatedauthorPaloheimo, Mauri
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline512 Business and managementen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline512 Liiketaloustiedefi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.publisher.countrySwitzerlanden_GB
dc.publisher.countrySveitsifi_FI
dc.publisher.country-codeCH
dc.relation.conferenceInternational Conference on Software Business
dc.relation.doi10.1007/978-3-030-33742-1_31
dc.relation.ispartofjournalLecture Notes in Business Information Processing
dc.relation.ispartofseriesLecture Notes in Business Information Processing
dc.relation.volume370
dc.source.identifierhttps://www.utupub.fi/handle/10024/171840
dc.titleOnline Multiplayer Games for Crowdsourcing the Development of Digital Assets
dc.title.bookSoftware Business : 10th International Conference, ICSOB 2019, Jyväskylä, Finland, November 18–20, 2019, Proceedings
dc.year.issued2019

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