Michael Seufert, Karl Lorey, Matthias Hirth, Tobias Hoßfeld
Gamification Framework for Personalized Surveys on Relationships in Online Social Networks.
1st International Workshop on Crowdsourcing and Gamification in the Cloud (CGCloud), Dresden, Germany, December 2013.
Abstract:
The estimation of psychological properties of relationships (e.g., popularity, influence, or trust) only from objective data in online social networks (OSNs) is a rather vague approach. A subjective assessment produces more accurate results, but it requires very complex and cumbersome surveys. The key contribution of this paper is a framework for personalized surveys on relationships in OSNs which follows a gamification approach. A game was developed and integrated into Facebook as an app, which makes it possible to obtain subjective ratings of users' relationships and objective data about the users, their interactions, and their social network. The combination of both subjective and objective data facilitates a deeper understanding of the psychological properties of relationships in OSNs, and lays the foundations for future research of subjective aspects within OSNs.
Gamification Framework for Personalized Surveys on Relationships in Online Social Networks
1. Institute of Computer Science
Chair of Communication Networks
Prof. Dr.-Ing. P. Tran-Gia
Gamification Framework
for Personalized Surveys on Relationships
in Online Social Networks
Michael Seufert
www3.informatik.uni-wuerzburg.de
7. Goal
Assessment of subjective and objective data
Analysis of correlations and dependencies
Creation and validation of models
Method
Facebook integration as app
Intrinsic motivation of users
Survey of characteristics: influence, trust, etc.
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9. Requirements
Integration as a game
(Gamification)
Survey integration
User recruitment
Data collection
Added value for users
App
Tests
Framework
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18. App diffusion
Concept:
The more of a user‘s friends participate…
… the better the insights
… the larger the information content
Diffusion among friends:
Friends can be invited (active)
Events (e.g., unlocking of reward) can be
published on profile wall/news feed
(passive)
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24. Data collection
User profile
Name
Age
Interests
Relationships
Friends
Mutual friends
Interactions
Postings
Likes
Comments
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25. Framework properties
Mechanisms for flexible handling of:
Tests and questions
Quality assurance
API access
Access control
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28. Framework and app
Intrinsic motivation
of:
Participation
App diffusion
Data permissions
Framework:
Tests
Data management
Quality
Flexibility
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29. Outlook
EU FP7 project SmartenIT
Improve traffic management in the Internet
Utilize social information
http://www.smartenit.eu
Socially-aware traffic management
Collaboration of trusting users
Prediction of future demands of users
Objective data and metrics can be collected (more or less) easily
Models are needed to analyze these data and map them to
subjective characteristics of relationships
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31. Open questions
Which gamification element will increase the users‘
willingness to participate, spread the app, and
disclose their personal data?
How to measure the success of the gamification
design?
Does the gamification survey provide the same
results as a classical survey?
How to integrate multiple tests on different
characteristics?
How to successfully release/publish/advertise app?
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