Game over?

Author:

Medlar Alan1,Głowacka Dorota1

Affiliation:

1. University of Helsinki

Abstract

We present a systematic literature review of gamification in information retrieval, identifying 32 peer-reviewed articles spanning a period from 2012 to present day. Our study highlights that, with the exception of crowdsourcing relevance judgments, very few studies have investigated the application of gamification to search systems. Moreover, in articles that we would strictly define as being related to gamification (i.e. not games with a purpose or serious games), a majority did not present any real-world systems, user studies or empirical results. In numerous other fields, gamification has been used to successfully increase user engagement and productivity. We argue that the potential of gamification has been overlooked in information retrieval and, in particular, in interactive search settings. We conclude by discussing experimental obstacles and the potential benefits of evaluating gamification strategies in future interactive search systems.

Publisher

Association for Computing Machinery (ACM)

Subject

Hardware and Architecture,Management Information Systems

Reference75 articles.

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3. Tuomas Alahäivälä and Harri Oinas-Kukkonen . Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature . International journal of medical informatics, 96:62--70 , 2016 . Tuomas Alahäivälä and Harri Oinas-Kukkonen. Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature. International journal of medical informatics, 96:62--70, 2016.

4. HARD Track Overview in TREC 2003 High Accuracy Retrieval from Documents

5. Beyond Relevance

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