Studia
Núm. 21 (2018): Espacios de memoria. Estrategias y discursos para archivos históricos
La gamificación en el ámbito del patrimonio : Crowdsourcing con un diseño lúdico
University of Zagreb. Faculty of Humanities and Social Sciences. Department of Information and Communication Sciences
-
Enviado
-
September 24, 2020
-
Publicado
-
2019-01-01
Resumen
Un creciente número de instituciones patrimoniales investigaron las posibilidades de informar sobre sus colecciones digitalizadas y aprovechar las oportunidades de enfoques del crowdsourcing. Estos esfuerzos se recogen bajo la noción de ciencia ciudadana, donde los proyectos cuentan con la ayuda de voluntarios para poder resolver los problemas que plantea la investigación científica. Emplear los principios de gamificación en el proceso de conexión de los materiales digitalizados con los usuarios es una de las formas de ofrecerles la oportunidad de explorar, vincularse y contribuir con la memoria pública. Este artículo explora la idea de aplicar un diseño lúdico al proceso de difusión de las colecciones digitalizadas en línea dentro del campo del crowdsourcing y de la ciencia ciudadana. La primera parte ofrece un trasfondo teórico sobre la gamificación con el fin de establecer el marco para aplicarla en el ámbito del patrimonio. La segunda se centra en el uso dentro de este campo basándose en los proyectos examinados. La última parte da recomendaciones sobre cómo la ciencia ciudadana y el diseño lúdico pueden implementarse de manera exitosa.
A growing number of institutions in the heritage sector started to investigate the possibilities of communicating their digitised collections with the public and seizing the opportunities by applying different crowdsourcing approaches. The efforts are often gathered under the notion of citizen science, where projects enlist the help of volunteers to solve challenging scientific research problems. One of the ways to provide users with an opportunity to deeply explore, connect with and contribute to public memory is to employ the principles of gamification, in the process of connecting digitized materials with the users. This paper explores the idea of applying gameful design in the process of communicating digitized online collections within the wider field of crowdsourcing and citizen science. The first part provides a theoretical background on the notion of gamification, setting the framework for applying gamification in the heritage domain. The second part focuses on the applications of gamification within the heritage domain and based on the projects examined. The final part gives recommendations on how citizen science and gameful design can be successfully implemented.
Citas
- BEARMAN, David et al. (2005). “Social terminology enhancement through vernacular engagement: exploring collaborative annotation to encourage interaction with museum collections”. D-Lib Magazine. vol. 11, n. 9. <http://www.dlib.org/dlib/september05/bearman/09bearman.html>. [Consulta: 07/18/2018].
- BOGOST, Ian (2014). “Why gamification is bullshit”. En: Walz, Steffen P.; Deterding, Sebastian (eds.). The gameful world: approaches, issues, applications. London: MIT Press, p. 65-80.
- BUNCHBALL (2010). Gamification 101: an introduction to the use of game dynamics to influence behavior. <http://jndglobal.com/wpcontent/uploads/2011/05/gamification1011.pdf>. [Consulta: 07/18/2018].
- CHRONS, Otto; SUNDELL, Sami (2011). “Digitalkoot: making old archives accessible using crowdsourcing”. En: Papers from the 2011 AAAI Workshop: human computation (WS-11-11). p. 20-25. <https://www.aaai.org/ocs/index.php/WS/AAAIW11/paper/viewFile/3813/4246>. [Consulta: 07/18/2018].
- DETERDING, Sebastian (2015). "The lens of intrinsic skill atoms: a method for gameful design." Human-Computer Interaction. vol. 30, n. 3-4, p. 294-335.
- DETERDING, Sebastian et al. (2011) „From game design elements to gamefulness: defining gamification“. En: Lugmayr,Artur et al. (eds). Proceedings of the 15th international academic MindTrek conference: envisioning future media environments. New York: ACM, p. 9-15.
- ESTELLÉS-AROLAS, Enrique; NAVARRO-GINER, Raul; GONZÁLEZ-LADRÓN-DEGUEVARA, Fernando (2015). “Crowdsourcing fundamentals: definition and typology”. En: Garrigos-Simon, Fernando J.; Gil-Pechuán, Ignacio; Estelles-Miguel, Sofia (eds). Advances in crowdsourcing. Cham: Springer, p. 33-48. ESA: Entertainment Software Association (2018). “Essential facts about the computer and video game industry”. <http://www.theesa.com/wpcontent/uploads/2018/05/EF2018_FINAL.pdf>. [Consulta: 07/18/2018].
- EVELEIGH, Alexandra et al. (2013). “I want to be a captain! I want to be a captain!”: gamification in the Old Weather Citizen Science Project”. En: Nacke, Lennart E. (ed.). Proceedings of the First international conference on gameful design, research, and applications. New York: ACM, p. 79-82.
- HOWE, Jeff (2006). “The rise of crowdsourcing“. <https://www.wired.com/2006/06/crowds/>. [Consulta: 07/18/2018].
- HUNICKE, Robin; LEBLANC, Marc; ZUBEK, Robert (2004). “MDA: a formal approach to game design and game research”. En: Papers from the 2004 AAAI Workshop:challenges in game artificial intelligence (WS-04-04). p. 1-5.
- ICA: International Council on Archives (2018). “Mission, aim and objectives “. <https://www.ica.org/en/mission-aim-and-objectives>. [Consulta: 07/18/2018].
- KIM, Sangkyun et al. (2018). Gamification in learning and education: enjoy learning like gaming. Cham: Springer.
- KORHONEN, Hannu.; MONTOLA, Markus; ARRASVUNORI, Juha (2009). “Understanding playful user experience through digital games”. En: Guenand, A. (ed.). Proceedings of the 4th international conference on designing pleasurable products and interfaces. Compiègne: ACM Press, p. 274–285.
- NACKE, Lennart E.; DETERDING, Sebastian (2017). “Editorial: The maturing of gamification research”. Computers in Human Behaviour. vol. 71, p. 450-454. <https://doi.org/10.1016/j.chb.2016.11.062>. [Consulta: 07/18/2018].
- SCHELL, Jesse (2014). The art of game design: a book of lenses (2nd ed.). Boca Raton, FL: CRC Press.
- SEIDMAN, Max J. et al. (2016). “Are games a viable solution to crowdsourcing improvements to faulty OCR?: the Purposeful Gaming and BHL experience. Code4Lib Journal. no. 33. <http://journal.code4lib.org/articles/11781>. [Consulta: 07/18/2018].
- STIEGLITZ, Stefan et al. (2017). Gamification: using game elements in serious contexts. Cham: Springer.
- SUROWIECKI, James (2004). The wisdom of crowds. New York: Random House.
- TINATI, Ramine et al. (2017). “An investigation of player motivations in Eyewire, a gamified citizen science project”. Computers in Human Behavior. vol. 73, p. 527-540.
- TREIBLMAIER, Horst; PUTZ, Lisa-maria; LOWRY, Paul Benjamin (2018). "Setting a definition, context, and research agenda for the gamification of non-gaming systems". <https://www.researchgate.net/publication/325966153_RESEARCH_COMMENTARY _Setting_a_Definition_Context_and_TheoryBased_Research_Agenda_for_the_Gamification_of_Non-Gaming_ApplicationsY>. [Consulta: 07/18/2018].
- VON AHN, Luis (2005). Human computation: doctoral thesis. Carnegie Mellon University.
- VON AHN, Luis (2006). “Games with a purpose”. IEEE Computer. vol. 39, no. 6, p. 92-96.
- VON AHN, Luis; DABBISH, Laura (2004). “Labeling images with a computer game”. Proceedings of the SIGCHI conference on human factors in computing systems. New York: ACM, p. 319-326.
- VON AHN, Luis; DABBISH, Laura (2008). “Designing games with a purpose”. Communications of the ACM. vol, 51 n. 8, p. 58-67.
- WERBACH, Kevin; HUNTER, Dan (2012). For the win: how game thinking can revolutionize your business. Philadelphia: Wharton Digital Press.
- ZLODI, Goran; IVANJKO, Tomislav (2013). “Crowdsourcing digital cultural heritage”. En: Gilliland, Anne et al. (eds.). INFuture2013: information governance. p. 199-207.