The paper "Using Social Psychology to Motivate Contributions to Online Communities" was presented by myself in the Cooperative Work class of 2009
10 Things We Know about Designing Games for Learning From ResearchKarl Kapp
This decidedly nonacademic presentation provides a broad scientific overview of what we know from research about the effectiveness of games and game-elements to changing learner behaviors. You will examine 10 findings from research and see how those findings directly relate to the creation of instructional games, games that make an impact on learner behavior. And, yes, you will play a game in this session!
Learn to apply:
-Findings from game-based research to create effective learning content.
-Three principles for adding game elements to online and stand up instruction.
-Four motivational aspects of games to improve learning recall and application.
Game-Planning Your Online Video Strategy (Content Marketing Institute Webcast)Michael Kolowich
See the full interactive webcast of this presentation at http://www.knowledgevision.com/fresh-ideas/webinars-webcasts/gameplan-online-video-strategy.
In this Content Marketing Institute Webcast from June, 2013, CMI Founder Joe Pulizzi hosts KnowledgeVision CEO Michael Kolowich and VideoLink's Stuart Siegal in a discussion on how to formulate and implement online video strategy for content marketing.
10 Things We Know about Designing Games for Learning From ResearchKarl Kapp
This decidedly nonacademic presentation provides a broad scientific overview of what we know from research about the effectiveness of games and game-elements to changing learner behaviors. You will examine 10 findings from research and see how those findings directly relate to the creation of instructional games, games that make an impact on learner behavior. And, yes, you will play a game in this session!
Learn to apply:
-Findings from game-based research to create effective learning content.
-Three principles for adding game elements to online and stand up instruction.
-Four motivational aspects of games to improve learning recall and application.
Game-Planning Your Online Video Strategy (Content Marketing Institute Webcast)Michael Kolowich
See the full interactive webcast of this presentation at http://www.knowledgevision.com/fresh-ideas/webinars-webcasts/gameplan-online-video-strategy.
In this Content Marketing Institute Webcast from June, 2013, CMI Founder Joe Pulizzi hosts KnowledgeVision CEO Michael Kolowich and VideoLink's Stuart Siegal in a discussion on how to formulate and implement online video strategy for content marketing.
How game mechanics and the human need to play can be applied to interaction design to transform tasks that are painful and dull into experiences that are fun and addictive.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
The Rise of Click Bait, Death of Quality Content, and What We Can Do About ItA Better Version of You
Impressions, clicks and conversions drive digital advertising today - which is the engine that funds online media (since people have demonstrated repeatedly that they won’t pay for content).
What are the implications of this? With a few examples, I outlined my thoughts in terms I hope anyone outside the online marketing field can understand.
GlobalGiving hosted an online fundraising workshop in Washington DC for more than 75 great nonprofits on January 12, 2012. The attached slides comprise presentations by the three speakers - Alison Carlman, Marc Maxson and Manmeet Mehta.
LoyaltyGames 2014 - Finals Game Plan - Brian VenutiLoyaltyGames
This Social Innovation Game Plan was produced by Brian Venuti as part of the 4-hour World Vision Case Study completed by the 12 World Finalists of LoyaltyGames 2014, the Loyalty and Gamification World Championships (http://www.theloyaltygames.com). All rights reserved.
Social Web Application Design. In particular: Comparison of how we think of “community” applications today vs. five years ago, Definitions of what and who defines social software, Overview of the interaction elements commonly found in social Web applications, Discussion about the pros and cons of enabling community features within products, Outline of best practices for designing social software (culled from my experiences working on products for eBay, Yahoo!, and more).
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
How game mechanics and the human need to play can be applied to interaction design to transform tasks that are painful and dull into experiences that are fun and addictive.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
The Rise of Click Bait, Death of Quality Content, and What We Can Do About ItA Better Version of You
Impressions, clicks and conversions drive digital advertising today - which is the engine that funds online media (since people have demonstrated repeatedly that they won’t pay for content).
What are the implications of this? With a few examples, I outlined my thoughts in terms I hope anyone outside the online marketing field can understand.
GlobalGiving hosted an online fundraising workshop in Washington DC for more than 75 great nonprofits on January 12, 2012. The attached slides comprise presentations by the three speakers - Alison Carlman, Marc Maxson and Manmeet Mehta.
LoyaltyGames 2014 - Finals Game Plan - Brian VenutiLoyaltyGames
This Social Innovation Game Plan was produced by Brian Venuti as part of the 4-hour World Vision Case Study completed by the 12 World Finalists of LoyaltyGames 2014, the Loyalty and Gamification World Championships (http://www.theloyaltygames.com). All rights reserved.
Social Web Application Design. In particular: Comparison of how we think of “community” applications today vs. five years ago, Definitions of what and who defines social software, Overview of the interaction elements commonly found in social Web applications, Discussion about the pros and cons of enabling community features within products, Outline of best practices for designing social software (culled from my experiences working on products for eBay, Yahoo!, and more).
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
Shonali Burke, Shonali Burke Consulting, "waxes unlyrical" about the NEW new things: social media tools and measurement tips and techniques to help you keep current in a warp-speed world.
Looking for a proven way to boost your organization's fundraising, donor retention, email signups, and more? With Personalized Video, one compelling video becomes thousands of personalized ones - leading to greater viewer engagement.
Join See3 and the Alzheimer’s Association to learn the science behind why personalization markedly increases donations and engagement through individual viewer connection. We also take a look at how the Alzheimer's Association successfully uses Personalized Video for two annual events, the Walk to End Alzheimer’s and The Longest Day, leading to substantial increases in fundraising success.
Featuring:
- See3 CEO Michael Hoffman
- Alzheimer's Association Director of Digital Fundraising and Constituent Events Noel Beebe
V Międzynarodowa Konferencja Naukowa Nauka o informacji (informacja naukowa) w okresie zmian Innowacyjne usługi informacyjne. Wydział Dziennikarstwa, Informacji i Bibliologii Katedra Informatologii, Uniwersytet Warszawski, Warszawa, 15 – 16 maja 2017
Lithium was invited to speak at the ISSMM Converge Fall Symposium 2011 around the topic of “Gamification of Social Media." The focus of our talk was to both help demystify the phrase “gamification of social media” and share with conference members our view on how to achieve a “win” with social media and gamification based on over a decade of experience.
Using Social Psychology To Motivate Contributions To Online
1. A presentation by Mário Carranca, based on the paper by:
Beenen et al,
Carnegie Mellon University
University of Michigan
University of Minnesota
University of Pittsburgh
2. People benefit from others’ activities in
online communities
Several online communities fail. The reasons
vary, but there’s a main one
Lack of contribution
3. GNUtella
66% of users do not seed files
87% of files are seeded by 10% of users
Open source community
4% of open source users account for 50% of all user-
to-user help
4% of developers contribute 88% of new code and
66% of code fixes
MovieLens
More than 20% of the movies listed have so few
ratings that the algorithms don’t work
4. Look into social phenomena in social
1.
science and social psychology theories
Elaborate on people’s behaviour in online
2.
communities
Implement alternative designs for which
3.
theories predict different outcomes
Verify the application of these theories in
4.
online communities
5. Collective Effort Model (Karau, Williams)
Social Loafing
Salience of Uniqueness
Salience of benefit and the beneficiary
Combining uniqueness and benefit
7. Web-based movie recommender community
People can rate, review, and receive
recommendations for movies
7000 users active in the six month period
before research
9. Hypothesis 1
MovieLens users will rate more movies when the
uniqueness of their contribution is made salient
Hypothesis 2
MovieLens users will rate more movies when the
personal benefit they receive from doing so is more
salient
MovieLens users will rate more movies when the
benefit for the community is more salient
Hypothesis 3
MovieLens users will rate more movies when the
perception of both unique contribution and benefits
to the community are made salient than when only
unique contribution or benefits are made salient
10. Subjects
830 active MovieLens users who had rated rarely-
rated movies
E-mails
Variables manipulated
Uniqueness
Highlighting uniqueness
Highlighting non-uniqueness
Benefit
No benefit
Self-benefit
Benefit to others
Benefit to self and others
Participation data measured over one week
11.
12. Hypothesis 1
MovieLens users will rate more movies when the
uniqueness of their contribution is made salient
CONFIRMED
Hypothesis 2
MovieLens users will rate more movies when the
personal benefit they receive from doing so is more
salient
MovieLens users will rate more movies when the
benefit for the community is more salient
Hypothesis 3
MovieLens users will rate more movies when the
perception of both unique contribution and benefits
to the community are made salient than when only
unique contribution or benefits are made salient
13.
14. Hypothesis 1
MovieLens users will rate more movies when the
uniqueness of their contribution is made salient
CONFIRMED
Hypothesis 2
MovieLens users will rate more movies when the
personal benefit they receive from doing so is more
salient
MovieLens users will rate more movies when the benefit
for the community is more salient
DISCONFIRMED
Hypothesis 3
MovieLens users will rate more movies when the
perception of both unique contribution and
benefits to the community are made salient than
when only unique contribution or benefits are made
salient
15.
16. Hypothesis 1
MovieLens users will rate more movies when the
uniqueness of their contribution is made salient
CONFIRMED
Hypothesis 2
MovieLens users will rate more movies when the
personal benefit they receive from doing so is more
salient
MovieLens users will rate more movies when the benefit
for the community is more salient
DISCONFIRMED
Hypothesis 3
MovieLens users will rate more movies when the
perception of both unique contribution and benefits to
the community are made salient than when only unique
contribution or benefits are made salient
NOT SUPPORTED
18. Hypothesis 4
In an online community, specific, numeric goals
will motivate greater contributions than non-
specific goals
Hypothesis 5
Members assigned individual goals will provide
more contributions than members assigned group
goals
Hypothesis 6
In an online community, contribution will drop
off when goals exceed some difficulty threshold
19. Subjects:
834 recently active members
E-mails
Variables manipulated
Group assignment
Individual
Group
Specificity of goals
“Do your best”
Numeric goal
20.
21. Hypothesis 4
In an online community, specific, numeric goals
will motivate greater contributions than non-
specific goals
CONFIRMED
Hypothesis 5
Members assigned individual goals will provide
more contributions than members assigned group
goals
Hypothesis 6
In an online community, contribution will drop
off when goals exceed some difficulty threshold
22.
23. Hypothesis 4
In an online community, specific, numeric goals
will motivate greater contributions than non-
specific goals
CONFIRMED
Hypothesis 5
Members assigned individual goals will provide
more contributions than members assigned group
goals
DISCONFIRMED
Hypothesis 6
In an online community, contribution will drop
off when goals exceed some difficulty threshold
24.
25. Hypothesis 4
In an online community, specific, numeric goals will
motivate greater contributions than non-specific goals
CONFIRMED
Hypothesis 5
Members assigned individual goals will provide more
contributions than members assigned group goals
DISCONFIRMED
Hypothesis 6
In an online community, contribution will drop off
when goals exceed some difficulty threshold
WEAK SUPPORT
26.
27.
28.
29. Challenging goals are powerful motivators
Especially when participant is not part of a group!
Goals that are overly difficult to attain may
result in reduced contributions
Possibility of developing optimization algorithms!
Parts
of the Collaborative Effort Model were
disconfirmed
People didn’t exert less effort despite knowing their
effort was being pooled rather than made identifiable
Other theories to be explored
Group cohesion and identity, interpersonal
attraction, altruism
Social loafing is the tendency for individuals to expend less effort when working collectively than when working individually. A large number of variables were found to moderate social loafing. Evaluation potential, expectations of co-worker performance. task meaningfulness, and culture had especially strong influence. These findings are interpreted in the light of a Collective Effort Model that integrates elements of expectancy-value, social identify and self-validation theoriesCollective Effort Model: people will loaf less: Believing that their effort is IMPORTANT to the group’s performance Believing that their contributions in the group are IDENTIFIABLE LIKING the groupSalience of uniqueness: people will loaf if they feel their contributions are REDUNDANT (people who rate rarely rated movies are unique and should be made aware)
Hypothesis 4In an online community, specific, numeric goals will motivate greater contributions than non-specific goalsCONFIRMED:Meando-your-best: 10.3 movies/weekMean specific: 13.9 movies/week
Hypothesis 5 Members assigned individual goals will provide more contributions than members assigned group goalsDISCONFIRMED:Group mean: 17.2 movies/weekIndividual mean: 10.4 movies/week
Group mean: 17.2 movies/weekIndividual mean: 10.4 movies/week
Hypothesis 6In an online community, contribution will drop off when goals exceed some difficulty thresholdWEAK SUPPORT:No statistical significance of ratings “appearing to drop with the highest goals”.
No statistical significance of ratings “appearing to drop with the highest goals”.
Email messages can motivate people simply by reminding them of an opportunity to contribute (telemarketers)According to the Coll. Eff. Model, it would’ve been expected that the effects of uniqueness would’ve been amplified by reminders of usefulness, but this was disconfirmed. Survey: members rate movies primarily to improve the accuracy of recommendations, and because remembering and rating is fun, and to a lesser extent, to help others.It’s possible that by contacting people who had rated rarely-rated movies, a segment of the members has been chosen who was already aware of the benefits of contributions, hence the depression.More research is needed to understand the puzzle of why subjects rated more movies when no mention was made of the benefits their ratings create for themselves of other users.
The most robust result from this experiment was that specific goals led to higher contribution rates.A finding inconsistent with social loafing and the C.E.Model was that subjects in the ground conditions contributed MORE than those in the individual conditions.Explanations: Group conditionMISINTERPRETED as individual goals Social loafing HARD TO REPLICATE amongst volunteers(!)Suggestion that high performance goals have upper limits.
Why did the design choices inspired by social psychology theories sometime fail to increase contribution?Failures of implementation: approach started with good theoretical approach, but badly implemented in short, single e-mails. One possible change: assertions instead of explanationsEngineering-Science mismatches: Engineering disciplines SOLVE PROBLEMS, behavioural sciences DETERMINE CAUSES OF PHENOMENAIncomplete theories: The theories do study the exact circumstances in which certain effects, such as loafing, take place. The lack of detail forces the designer to improvise when applying these theories.
Active members: logged on at least once in 2003.Rated rarely-rated movies raters: at least 3 rarely-rated movies, or 15% of all movies rated were rarely-ratedUniqueness: “Fairly unusual tastes, you’re valuable”Non-uniqueness: “Rated movies many other subscribers have rated”No benefit: Self-benefit: rating more movies helps you!Benefit others: rating movies helps the community!Benefit self and others:Thank you e-mails
Average: 19.26 movies/week each (before: 5.4 movies/week)Hypothesis 1MovieLens users will rate more movies when the uniqueness of their contribution is made salientCONFIRMED:Unique group rated 18% more movies than non-uniqueUnique group rated 40% more RRMovies than non-unique
Average: 19.26 movies/week each (before: 5.4 movies/week)Hypothesis 2MovieLens users will rate more movies when the personal benefit they receive from doing so is more salientMovieLens users will rate more movies when the benefit for the community is more salientDISCONFIRMED:Mention of benefit depressed ratings rather than increased them.Benefit groups rated average of 16.36 movies/week, whereas non-benefit groups rated 28.28 movies/week
Mention of benefit depressed ratings rather than increased them.Benefit groups rated average of 16.36 movies/week, whereas non-benefit groups rated 28.28 movies/week
Average: 19.26 movies/week each (before: 5.4 movies/week)Hypothesis 3MovieLens users will rate more movies when the perception of both unique contribution and benefits to the community are made salient than when only unique contribution or benefits are made salientNOT SUPPORTED:There was no interaction effect between uniqueness and benefit on either overall ratings or RRMovies ratings.
There was no interaction effect between uniqueness and benefit on either overall ratings or RRMovies ratings.
Avg ratings per subject: 147 moviesMembers who logged in in the past five months900 originally, but 66 bounced.The quality of recommendations MovieLens makes depends on the number of ratings that members contribute. Currently, many of the movies in MovieLens have too few ratings to make accurate recommendations about them. That’s why we’re conducting a seven day campaign to increase movie ratings on MovieLens.Group assignmentSome participants were told they belonged to a group of 10 active members called “The Explorers”.10: easy to divide one’s own work shareBigger than 8: past research suggested that group goals are less effective than individual goals above group sizes of 8Specificity of goals[Together, the ten Explorers]/[You] have a goal of doing [their]/[your] best to rate additional movies over the next seven days.8/16/32/6480/160/320/6408 ratings/week baseline because it was the average weekly contribution in the pastLocke & Latham: High Performance Cycle (higher challenge goals) Self-efficacy moderates commitment to a goalNormative information about what’s expected of the personTask Satisfaction boosts future performance