Institute of Computer Science
Chair of Communication Networks
Prof. Dr.-Ing. P. Tran-Gia

Gamification Framework
for Perso...
Agenda
1.
2.
3.
4.
5.

Motivation
Facebook App
Framework
Live Demo
Discussion

2

Michael Seufert

2
MOTIVATION

3

Michael Seufert
Nodes (metrics):
• Node degree
• Closeness centrality
• Betweenness centrality

4

Michael Seufert
Persons (characteristics):
• Influence
• Trust

5

Michael Seufert
Motivation

Objective
metrics

Jointly assess
Subjective
subjective characteristics characteristics
and objective data

6
...
Goal
Assessment of subjective and objective data
 Analysis of correlations and dependencies
 Creation and validation of ...
FACEBOOK APP

8

Michael Seufert
Requirements

Integration as a game
(Gamification)
 Survey integration
 User recruitment
 Data collection
 Added value...
My Secret Insights

Answer questions about friends
Earn points
Unlock rewards

10

Michael Seufert

10
11

Michael Seufert
Gamification

Intrinsisic added value
instead of external
motivation

Rewards/
Added
value

Success

Motivation

12

Micha...
Motivation of desired user behavior

Participation

App
diffusion

Data
permissions
13

Michael Seufert

13
Motivation of desired user behavior

Participation

14

Michael Seufert

14
Participation





Curiosity and success
(rewards)



Participation

Competition and ambition
(points and rankings)

Fu...
Rewards

Insights into social
network
 Analyses (e.g., influence)
 Visualizations
 Rankings

Icon of „My Secret Insight...
Motivation of desired user behavior

App
diffusion
17

Michael Seufert

17
App diffusion

Concept:
The more of a user‘s friends participate…
 … the better the insights
 … the larger the informati...
Motivation of desired behavior

Data
permissions
19

Michael Seufert

19
Data permissions

Unlocking of
rewards

Permission to
collect data

Insights and
storage of data

20

Michael Seufert

20
FRAMEWORK

21

Michael Seufert
Requirements







Personalized tests
API access
Quality assurance
Flexibility

App
Tests

Framework

22

Michael Seu...
Data collection

Framework
Subjective data

Objective data

Tests

Facebook API

Influence

Classification

Other
attribut...
Data collection

User profile


Name
 Age
 Interests

Relationships


Friends
 Mutual friends

Interactions


Postin...
Framework properties
Mechanisms for flexible handling of:
 Tests and questions
 Quality assurance
 API access
 Access ...
LIVE DEMO

26

Michael Seufert
DISCUSSION

27

Michael Seufert
Framework and app

Intrinsic motivation
of:
 Participation
 App diffusion
 Data permissions

Framework:
 Tests
 Data ...
Outlook


EU FP7 project SmartenIT
 Improve traffic management in the Internet
 Utilize social information



http://w...
Nodes (metrics):
• Node degree
• Closeness centrality
• Betweenness centrality

Persons (characteristics):
• Influence
• T...
Open questions


Which gamification element will increase the users‘
willingness to participate, spread the app, and
disc...
32

Michael Seufert
Upcoming SlideShare
Loading in …5
×

Gamification Framework for Personalized Surveys on Relationships in Online Social Networks

2,483 views

Published on

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.

Published in: Social Media, Technology, Business
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
2,483
On SlideShare
0
From Embeds
0
Number of Embeds
1,744
Actions
Shares
0
Downloads
9
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

Gamification Framework for Personalized Surveys on Relationships in Online Social Networks

  1. 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
  2. 2. Agenda 1. 2. 3. 4. 5. Motivation Facebook App Framework Live Demo Discussion 2 Michael Seufert 2
  3. 3. MOTIVATION 3 Michael Seufert
  4. 4. Nodes (metrics): • Node degree • Closeness centrality • Betweenness centrality 4 Michael Seufert
  5. 5. Persons (characteristics): • Influence • Trust 5 Michael Seufert
  6. 6. Motivation Objective metrics Jointly assess Subjective subjective characteristics characteristics and objective data 6 Michael Seufert 6
  7. 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. 7 Michael Seufert 7
  8. 8. FACEBOOK APP 8 Michael Seufert
  9. 9. Requirements Integration as a game (Gamification)  Survey integration  User recruitment  Data collection  Added value for users App Tests Framework 9 Michael Seufert 9
  10. 10. My Secret Insights Answer questions about friends Earn points Unlock rewards 10 Michael Seufert 10
  11. 11. 11 Michael Seufert
  12. 12. Gamification Intrinsisic added value instead of external motivation Rewards/ Added value Success Motivation 12 Michael Seufert 12
  13. 13. Motivation of desired user behavior Participation App diffusion Data permissions 13 Michael Seufert 13
  14. 14. Motivation of desired user behavior Participation 14 Michael Seufert 14
  15. 15. Participation   Curiosity and success (rewards)  Participation Competition and ambition (points and rankings) Fun (fun questions) 15 Michael Seufert 15
  16. 16. Rewards Insights into social network  Analyses (e.g., influence)  Visualizations  Rankings Icon of „My Secret Insights“ 16 Michael Seufert 16
  17. 17. Motivation of desired user behavior App diffusion 17 Michael Seufert 17
  18. 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) 18 Michael Seufert 18
  19. 19. Motivation of desired behavior Data permissions 19 Michael Seufert 19
  20. 20. Data permissions Unlocking of rewards Permission to collect data Insights and storage of data 20 Michael Seufert 20
  21. 21. FRAMEWORK 21 Michael Seufert
  22. 22. Requirements     Personalized tests API access Quality assurance Flexibility App Tests Framework 22 Michael Seufert 22
  23. 23. Data collection Framework Subjective data Objective data Tests Facebook API Influence Classification Other attributes User profile Relationships Interactions 23 Michael Seufert 23
  24. 24. Data collection User profile  Name  Age  Interests Relationships  Friends  Mutual friends Interactions  Postings  Likes  Comments 24 Michael Seufert 24
  25. 25. Framework properties Mechanisms for flexible handling of:  Tests and questions  Quality assurance  API access  Access control 25 Michael Seufert 25
  26. 26. LIVE DEMO 26 Michael Seufert
  27. 27. DISCUSSION 27 Michael Seufert
  28. 28. Framework and app Intrinsic motivation of:  Participation  App diffusion  Data permissions Framework:  Tests  Data management  Quality  Flexibility 28 Michael Seufert 28
  29. 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 29 Michael Seufert 29
  30. 30. Nodes (metrics): • Node degree • Closeness centrality • Betweenness centrality Persons (characteristics): • Influence • Trust 30 Michael Seufert
  31. 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? 31 Michael Seufert 31
  32. 32. 32 Michael Seufert

×