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