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What's in a name?: naming games that solve real-world problems

Published:14 August 2017Publication History

ABSTRACT

Games are increasingly being used to solve real-world problems; however, multiple distinct terms have been used to describe this phenomenon. For instance, games such as EteRNA, Phylo, and Foldit, as well as SchoolLife, Fraxinus, and reCaptcha, have been variably been named as human computation games, games with a purpose, crowdsourcing games, and citizen science games. In this paper I review relevant literature to elicit possible terms to describe games that aim to solve a real-world problem (such as how proteins fold or bullying) through mechanisms like crowdsourcing activities, large-scale human participation, and/or collaborative problem solving. Next, I conduct searches of three major online databases to find scholarly articles using terms, as well as identify currently open questions as to the usage of these terms going forward.

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        cover image ACM Other conferences
        FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital Games
        August 2017
        545 pages
        ISBN:9781450353199
        DOI:10.1145/3102071

        Copyright © 2017 Owner/Author

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 14 August 2017

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        FDG '17 Paper Acceptance Rate36of89submissions,40%Overall Acceptance Rate152of415submissions,37%

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