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Games+Crowds
Now. Near. Next.
Ben	
  Sawyer	
  
Digitalmill,	
  Inc.	
  
bsawyer@dmill.com
@bensawyer
About Me
What	
  I’m	
  Playing
John
HopkinsHospitalpatientenjoyingactivevideogam
e
play
June 18-20, 2014 - Boston, MA
Value?
Productivity
Value Maximized?
Productivity
Education
Sympathy
Value Maximized?
Productivity
Education
Sympathy
Community
Skill
Language & Models
Games with a
Purpose
Citizen Science
Wisdom of
Crowds
Collective
Intelligence
Human
Computation
Crowdsourcing Crowdfunding
Game-based
Crowdsourcing
Distributed
Thinking
Participatory
Sensing
Multiplayer
Games
Social Games
Citizen Science
NIH NSF
Game
Developers
Everyday
people
Crowdsourced
Clinical Trials
Gathering data
for science
!
Analyzing data
for science
Multiplayer
science games
Birdcount
Gamification Gamut
Game
App
Wisdom or Intelligence?
Wisdom of
Crowds
Collective
Intelligence
Collective Wisdom of Crowd
Intellgience
“Crowdsourcing”
Human Computation
HC with games
Citizen Science
“Good” HC Games
Drilling down…
Internet Masses
Language?
• Games with a purpose
• game-based [crowdsourcing | human computation]
• Citizen science needs one definition across agencies
and fields
• gamification != games
• wisdom of crowds != collective intelligence
• crowdsourcing != crowdfunding
• Game-based crowdsourcing FOR citizen science
Are games at the heart
of crowdsourcing?
Engagement Behavior
Learning Performance
Motivation & Interface
Solution
Rules & Systems
Interface
Player(s)
Game
Problem
Rules & Processes
Interface
Player(s)
Crowdsourcing
YES!
Gamification?
• “Game Layer” vs. Game
• Additive to game vs. additive to exercise
• Silo’d gamification
• Process of play vs. task rewarding
• Intrinsic vs. extrinsic motivation
Work to Date…
50+ projects, health heavy, university majority, 

many CS experiments
AI Collection
Puzzle/Challenge/Work!
Wisdom of Crowds!
(shared work)!
Puzzle/Challenge/Work!
Collective Intelligence!
(individual efforts)
Ideation, and Data
Collection
Summary
Players performance is
used to source new
forms of AI
Users share work and
build upon the
collective effort of
others
Individuals solve
puzzles on their own
and little is shared
between players
Players produce new
data from-scratch often
ideas, new forms of
rhetoric or
geographically located
data
Example Restaurant Game Tag Challenge Fraxinus World Without Oil
Uniqueness
Player is focused on
game objective and
computer observes
their performance vs.
other humans or
computer opponents
and learns from it.
Players work together
and share work
toward optimized
results they develop
by observing each
other
Players work
independently of each
other but the system
combines their
collective work into
higher-end results
Players produce
original work and
often judge each
others (or are subject
to independent human
judges) work in order
to play and arbitrate
the game
Core Uses
Core User Performance Summary Example
Creating Data
Game incentivizes players
to collect or generate new
data from sratch
Photocity
Transforming Data
Game presents data for
player to sort, match,
identify or otherwise
transform
Phylo
Augmenting Data
Player analyzes and
annotates it with additional
data and meta-data
Metadata Games
User Performance
CROWD MODEL VARIANT I VARIANT II VARIANT III Notes
Processing Human-in-Loop Human+Computer
Participatory for
Engagement
In human-in-loop processing, the human is necessary
to computation for specialized capabilities, for
machine donated resources crowdsourcing is used to
gain access to CPUs, power, and storage necessary
to crunch the large amount of data. Participatory for
engagement means that humans are helping process
data but not because the computer isn’t capable but
because there is a need to engage people in the
process for alternative outcomes.
Observable Gameplay
Semantics & Natural
Language Processing
Social Graph
Observable crowdsourcing means that the players
actions are observed and sourced as data toward a
higher-end outcome (e.g. AI opponents, language
parsers). Gameplay is useful especially for AI,
Semantics and Natural Language Processing gains
from human interactions (e.g. see Restaurant Game).
Finally observing social graphs can help gain
additional crowdsourced data.
Physical
Environmental/
Geolocation Data
Capture
Capture
Physiological Data
Capture Transactional
Data
Physical crowd models distinguish themselves by
capturing data that requires humans to produce or
capture. Environmental and geolocation data can
involve photos, flora/fauna samples, 1st person
observations, periodic mobile sensor readings, etc.
Physiological data is self-report, or sensor captured
biometrics and emotional health reports.
Transactional data while possibly captured through
computer networks still requires a real-world human
decision to initiate the underlying transaction.
Crowd Models
Type User Performance Crowd Model
Puzzle/Challenge/
Work
Processing Data Processing
Ideation / Data
Collection
Creating Data Physical
AI Collection Augmenting Data Observable
Crowd Models
Type Player Performance Crowd Model
Puzzle/Challenge/
Work
Transforming Data Processing
Ideation / Data
Collection
Creating Data Physical
AI Collection Augmenting Data Observable
Examples!
Puzzle/Challenge/Work→Augmenting Data→Processing
AI Collection→Creating Data→Physical
Ideation/Data Collection→Transforming Data→Observable
Roleplaying
Player takes on a specific role within a game world
which contributes to data capture & generation
Restaurant Game
Ideation
Ideas are generated and posted by players and
captured for later analysis
World Without Oil
Strategy &
Puzzles
Player performs in the game as designed which
enables capture of gameplay for generating better
AI for future players
Project Augur
Arcade &
Physical Play
Hand-eye coordination ???
Sensory Acuity
Often visual or audio based, player essentially is
using their sensory capabilities to perform a task
MalariaSpot
Assembly Player is “building” some structure ???
Game Genres & Activities
Out & About
Photos/Video
Biometrics
Physical tasks
Mapping/Check-ins
Out & About
Coordinated Event Markup Language
Groundcrew / Joe Edelmen (http://nxhx.org)
Talent Development
Attract people to a problem space
Cross-train their unique skills to other vertical
Motivate them to participate, and excel
Recruit
People Sourcing
Interesting…
• Humans as mobile sensors & cheaper robots
• Rhetorical systems, games that organize human
communication toward ideas, policies, and social
change (McGonigal)
• Lowering costs for production, and common problem
sets
• Identifying means to share communities
• Cross training as crowdsourcing need…
Human Joysticks
T U R N I N G R E A L - W O R L D H U M A N A C T I V I T Y &
D E C I S I O N S I N T O I N P U T S T H A T D R I V E G A M E S Y O U
P L A Y A S Y O U G O A B O U T Y O U R D A Y 



Y O U R A C T I O N S A R E T H E J O Y S T I C K
Readying for	

Wearables
Value Maximized?
Productivity
Education
Sympathy
Community
Skill
Education & Skill
• How do we situate the player - what is their epistemic
frame? (Schaefer)
• Do we connect the actions in the game not just to the
story of science but the process as well?
• Do we purposely build games that can be done without
humans but use HC patterns to create new forms of
participatory science?
• Can we identify skills that might transfer to other
elements of life & economic activity?
Needs
• improving audience interaction & adherence
• discovery : beyond science geeks & especially
students
• better games and interfaces
Better games?
• Better games come from better projects with
experienced talent not from better templates!
• How can we bring together games industry with
science? This includes indies, top uni programs, jams,
etc.
• Are there engines and services we can define and
optimize?
• Process of play, interface, learning & immersion not
just productivity
Recommendations
• Improve standard language
• Goal must be better game experiences!
• Identify common tools (especially game ones)
• Better include learning specialists
• Improve game-industry collaboration
• Identify means for problem holders to more easily
engage
Games+Crowds
Now. Near. Next.
Ben	
  Sawyer	
  
Digitalmill,	
  Inc.	
  
bsawyer@dmill.com
@bensawyer

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Games and Crowds: Now, Near, Next

  • 1. Games+Crowds Now. Near. Next. Ben  Sawyer   Digitalmill,  Inc.   bsawyer@dmill.com @bensawyer
  • 8. Language & Models Games with a Purpose Citizen Science Wisdom of Crowds Collective Intelligence Human Computation Crowdsourcing Crowdfunding Game-based Crowdsourcing Distributed Thinking Participatory Sensing Multiplayer Games Social Games
  • 9. Citizen Science NIH NSF Game Developers Everyday people Crowdsourced Clinical Trials Gathering data for science ! Analyzing data for science Multiplayer science games Birdcount
  • 11. Wisdom or Intelligence? Wisdom of Crowds Collective Intelligence Collective Wisdom of Crowd Intellgience
  • 12. “Crowdsourcing” Human Computation HC with games Citizen Science “Good” HC Games Drilling down… Internet Masses
  • 13. Language? • Games with a purpose • game-based [crowdsourcing | human computation] • Citizen science needs one definition across agencies and fields • gamification != games • wisdom of crowds != collective intelligence • crowdsourcing != crowdfunding • Game-based crowdsourcing FOR citizen science
  • 14. Are games at the heart of crowdsourcing?
  • 18. YES!
  • 19.
  • 20. Gamification? • “Game Layer” vs. Game • Additive to game vs. additive to exercise • Silo’d gamification • Process of play vs. task rewarding • Intrinsic vs. extrinsic motivation
  • 21. Work to Date… 50+ projects, health heavy, university majority, 
 many CS experiments
  • 22.
  • 23. AI Collection Puzzle/Challenge/Work! Wisdom of Crowds! (shared work)! Puzzle/Challenge/Work! Collective Intelligence! (individual efforts) Ideation, and Data Collection Summary Players performance is used to source new forms of AI Users share work and build upon the collective effort of others Individuals solve puzzles on their own and little is shared between players Players produce new data from-scratch often ideas, new forms of rhetoric or geographically located data Example Restaurant Game Tag Challenge Fraxinus World Without Oil Uniqueness Player is focused on game objective and computer observes their performance vs. other humans or computer opponents and learns from it. Players work together and share work toward optimized results they develop by observing each other Players work independently of each other but the system combines their collective work into higher-end results Players produce original work and often judge each others (or are subject to independent human judges) work in order to play and arbitrate the game Core Uses
  • 24. Core User Performance Summary Example Creating Data Game incentivizes players to collect or generate new data from sratch Photocity Transforming Data Game presents data for player to sort, match, identify or otherwise transform Phylo Augmenting Data Player analyzes and annotates it with additional data and meta-data Metadata Games User Performance
  • 25. CROWD MODEL VARIANT I VARIANT II VARIANT III Notes Processing Human-in-Loop Human+Computer Participatory for Engagement In human-in-loop processing, the human is necessary to computation for specialized capabilities, for machine donated resources crowdsourcing is used to gain access to CPUs, power, and storage necessary to crunch the large amount of data. Participatory for engagement means that humans are helping process data but not because the computer isn’t capable but because there is a need to engage people in the process for alternative outcomes. Observable Gameplay Semantics & Natural Language Processing Social Graph Observable crowdsourcing means that the players actions are observed and sourced as data toward a higher-end outcome (e.g. AI opponents, language parsers). Gameplay is useful especially for AI, Semantics and Natural Language Processing gains from human interactions (e.g. see Restaurant Game). Finally observing social graphs can help gain additional crowdsourced data. Physical Environmental/ Geolocation Data Capture Capture Physiological Data Capture Transactional Data Physical crowd models distinguish themselves by capturing data that requires humans to produce or capture. Environmental and geolocation data can involve photos, flora/fauna samples, 1st person observations, periodic mobile sensor readings, etc. Physiological data is self-report, or sensor captured biometrics and emotional health reports. Transactional data while possibly captured through computer networks still requires a real-world human decision to initiate the underlying transaction. Crowd Models
  • 26. Type User Performance Crowd Model Puzzle/Challenge/ Work Processing Data Processing Ideation / Data Collection Creating Data Physical AI Collection Augmenting Data Observable Crowd Models
  • 27. Type Player Performance Crowd Model Puzzle/Challenge/ Work Transforming Data Processing Ideation / Data Collection Creating Data Physical AI Collection Augmenting Data Observable Examples! Puzzle/Challenge/Work→Augmenting Data→Processing AI Collection→Creating Data→Physical Ideation/Data Collection→Transforming Data→Observable
  • 28. Roleplaying Player takes on a specific role within a game world which contributes to data capture & generation Restaurant Game Ideation Ideas are generated and posted by players and captured for later analysis World Without Oil Strategy & Puzzles Player performs in the game as designed which enables capture of gameplay for generating better AI for future players Project Augur Arcade & Physical Play Hand-eye coordination ??? Sensory Acuity Often visual or audio based, player essentially is using their sensory capabilities to perform a task MalariaSpot Assembly Player is “building” some structure ??? Game Genres & Activities
  • 29. Out & About Photos/Video Biometrics Physical tasks Mapping/Check-ins Out & About Coordinated Event Markup Language Groundcrew / Joe Edelmen (http://nxhx.org)
  • 30. Talent Development Attract people to a problem space Cross-train their unique skills to other vertical Motivate them to participate, and excel Recruit People Sourcing
  • 31. Interesting… • Humans as mobile sensors & cheaper robots • Rhetorical systems, games that organize human communication toward ideas, policies, and social change (McGonigal) • Lowering costs for production, and common problem sets • Identifying means to share communities • Cross training as crowdsourcing need…
  • 32. Human Joysticks T U R N I N G R E A L - W O R L D H U M A N A C T I V I T Y & D E C I S I O N S I N T O I N P U T S T H A T D R I V E G A M E S Y O U P L A Y A S Y O U G O A B O U T Y O U R D A Y 
 
 Y O U R A C T I O N S A R E T H E J O Y S T I C K
  • 35. Education & Skill • How do we situate the player - what is their epistemic frame? (Schaefer) • Do we connect the actions in the game not just to the story of science but the process as well? • Do we purposely build games that can be done without humans but use HC patterns to create new forms of participatory science? • Can we identify skills that might transfer to other elements of life & economic activity?
  • 36. Needs • improving audience interaction & adherence • discovery : beyond science geeks & especially students • better games and interfaces
  • 37. Better games? • Better games come from better projects with experienced talent not from better templates! • How can we bring together games industry with science? This includes indies, top uni programs, jams, etc. • Are there engines and services we can define and optimize? • Process of play, interface, learning & immersion not just productivity
  • 38.
  • 39.
  • 40.
  • 41. Recommendations • Improve standard language • Goal must be better game experiences! • Identify common tools (especially game ones) • Better include learning specialists • Improve game-industry collaboration • Identify means for problem holders to more easily engage
  • 42. Games+Crowds Now. Near. Next. Ben  Sawyer   Digitalmill,  Inc.   bsawyer@dmill.com @bensawyer