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基于众包的情境感知推荐系统中的竞争性游戏化

Competitive gamification in crowdsourcing-based contextual-aware recommender systems.

作者信息

Lin Yi-Ling, Ding Nai-Da

机构信息

Department of Management Information Systems, National Chengchi University, No. 64, Sec. 2, ZhiNan Rd., Wenshan District, Taipei City 11605, Taiwan.

出版信息

Int J Hum Comput Stud. 2023 Sep;177:103083. doi: 10.1016/j.ijhcs.2023.103083. Epub 2023 Jun 1.

Abstract

During the COVID-19 outbreak, crowdsourcing-based context-aware recommender systems (CARS) which capture the real-time context in a contactless manner played an important role in the "new normal". This study investigates whether this approach effectively supports users' decisions during epidemics and how different game designs affect users performing crowdsourcing tasks. This study developed a crowdsourcing-based CARS focusing on restaurant recommendations. We used four conditions (control, self-competitive, social-competitive, and mixed gamification) and conducted a two-week field study involving 68 users. The system provided recommendations based on real-time contexts including restaurants' epidemic status, allowing users to identify suitable restaurants to visit during COVID-19. The result demonstrates the feasibility of crowdsourcing to collect real-time information for recommendations during COVID-19 and reveals that a mixed competitive game design encourages both high- and low-performance users to engage more and that a game design with self-competitive elements motivates users to take on a wider variety of tasks. These findings inform the design of restaurant recommender systems in an epidemic context and serve as a comparison of incentive mechanisms for gamification of self-competition and competition with others.

摘要

在新冠疫情爆发期间,基于众包的情境感知推荐系统(CARS)以非接触方式捕捉实时情境,在“新常态”下发挥了重要作用。本研究调查了这种方法在疫情期间是否能有效支持用户决策,以及不同的游戏设计如何影响用户执行众包任务。本研究开发了一个基于众包的CARS,重点是餐厅推荐。我们使用了四种条件(控制组、自我竞争组、社交竞争组和混合游戏化组),并对68名用户进行了为期两周的实地研究。该系统根据包括餐厅疫情状况在内的实时情境提供推荐,让用户在新冠疫情期间能够找到合适的餐厅前往。结果证明了众包在新冠疫情期间收集实时信息用于推荐的可行性,并表明混合竞争游戏设计能鼓励高绩效和低绩效用户更多地参与,且具有自我竞争元素的游戏设计能激励用户承担更多样化的任务。这些发现为疫情背景下餐厅推荐系统的设计提供了参考,并可作为自我竞争和与他人竞争的游戏化激励机制的比较。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/8353/10232935/837f238c0cf1/gr1_lrg.jpg

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