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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Game with a Purpose to Access Europe's Cultural Treasure</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jorg Schlotterer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christin Seifert</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lisa Wagner</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael Granitzer</string-name>
          <email>michael.granitzerg@uni-passau.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Passau Innstra e 41 Passau</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2015</year>
      </pub-date>
      <abstract>
        <p>Europeana, the European aggregator for digital cultural heritage objects spends huge effort on providing access to the vast collection of Europe's Culture. While the content has been made available online, it still needs to be disseminated. We propose a \games with a purpose" approach to engage people with this tremendous collection and make them discover European culture. This approach is implemented by a question and answering system, in which players create questions that are answered by speci c Europeana resources. Other players can then use a search interface to Europeana to nd the particular resource that is needed to answer the question. This concept provides a low level entrance to cultural heritage for end users. Moreover it reveals human search strategies on Europeana that can be exploited to support and improve the search experience of other users on Europeana and helps to identify objects of interest by analyzing usage data.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>A large amount of Europe's rich and diverse cultural
heritage is archived in libraries, museums, lm archives
and other memory organizations throughout the whole
continent. In order to make this content available for
everybody, Europeana has spend tremendous e ort on
digitizing Europe's cultural heritage: over 36 million
objects from more than 3000 institutions have already
been integrated into the Europeana portal1 and the
content collection is still ongoing. However, for this
content to unfold its full treasure, it requires people to
engage with it.</p>
      <p>
        According to Purday [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], the general public has
been explicitly targeted as potential user group from
the very rst. He characterizes this target group by
having a generic interest in culture or history, without
having speci c domain knowledge. Users from this
target group are familiar with basic search functionalities,
formulating rather simple or natural language queries.
Their motivation is to be entertained: They expect to
nd a lot of interesting content, while it is not
important what they nd, as long as it is entertaining.
      </p>
      <p>
        Providing entertaining content poses a challenge, as
an evaluation revealed that sometimes the \materials
returned in response to a search bore no relevance to
the search term(s), causing confusion and
dissatisfaction" [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. To some extent, this can be attributed to
the users' search behaviour and the contents in the
search index. As an aggregator, Europeana does not
host the content itself, but provides a search by
metadata. While metadata provide great value for faceted
search, simple search can lead to confusing results, as
the search term may be present in one of the
metadata elds, that does not relate to the actual subject
of the resource. But as already stated, general users
are \Google-minded" and rarely use advanced search
features [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Hence, they should be provided with a
simple search interface.
      </p>
      <p>
        In this paper, we propose a \games with a purpose"
approach [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] to address the issues raised. A game to
spread the word of Europeana and increase the
entertaining factor and the purpose to identify interesting
1http://pro.europeana.eu/content
resources and support search strategies. The game is
described in the next section, along with a user
evaluation. Section 3 details the ideas and rationale for the
game mechanics. We conclude the paper in section 4.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Cultural Game</title>
      <p>This section starts with an overview of the game,
followed by a more detailed description of our rst
prototype and nishing with a user evaluation of this
prototype.</p>
      <p>We implemented a question and answering game2,
in which players can answer questions asked by other
players. The key feature of the game is that correct
answers are represented by Europeana resources, which
answering players need to nd via an integrated search
interface. When posing a question, the asking player
needs to provide the correct answers as URLs to
Europeana resources. Other players can then try to answer
the question by searching via an interface to
Europeana. When they deem a search result to be the
correct answer, they can mark it accordingly. If the
answer is indeed correct, they will score experience
points and otherwise they will lose a life and can try
to continue their search. The experience points are
used to upgrade the rank of a player and to present a
highscore list.
2.1</p>
      <sec id="sec-2-1">
        <title>Prototype Description</title>
        <p>The core functionality of the system is asking and
answering questions, detailed in section 2.1.1 and
section 2.1.2 respectively. Besides that, high score lists
indicate the best player and the best rounds. For the
latter, registered players can review the strategies how
the questions were answered.
2.1.1</p>
      </sec>
      <sec id="sec-2-2">
        <title>Asking</title>
        <p>The interface for asking a question is depicted in
Figure 1. The player can enter any free text question,
2http://purl.org/eexcess/components/cgwap-webapp
questions is based on string comparison and does not
account for the semantics of a question. We opted for
this choice, since the required e ort to account for
semantics does not justify its gain: With over 36 million
objects in Europeana, duplicate questions are unlikely
to occur and even when a duplicate question occurs,
it is even less likely, that the same player will be
presented with that same question. Moreover, duplicate
questions do not a ect the fairness of the game and
do not impede the ow of the game, since the
duplicate of an already answered question may be answered
quite fast. The answer needs to be provided as
Europeana URL(s) of the respective resource(s). If several
resources are possible as a correct answer, the URLs
of all these resources should be provided. It is
mandatory to provide at least one tag for the question. The
player is free to chose arbitrary free text tags. These
tags are used to categorize questions.</p>
        <p>
          In addition, the player may assess the di culty of
the question. At the moment, assessments of di culty
are only collected and do not yet in uence the game.
After we have collected a su cient amount of data
that allows to evaluate the actual di culty of a
question (based on the di culty level a user provided and
the success rate of players that try to answer the
question), we aim to add multiple levels of di culty to the
game, in order to increase the fun for the players.
Relying only on the provided di culty assessments could
demand too little or too much from the players and
frustrate them [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
        </p>
        <p>After provision of all necessary information, the
player can publish the question or add a follow up
question. Publishing the question will navigate the
player to an overview page, where she can review her
question, while adding a follow up question will show
the asking interface again, in order to enter a new
question that extends the current one. After the player
published the question it becomes immediately
available to the pool of questions other players are asked.
2.1.2</p>
      </sec>
      <sec id="sec-2-3">
        <title>Answering</title>
        <p>Before a question is shown to the player, she can decide
to restrict the set of questions to a certain category,
de ned by user-provided tags (c.f. section 2.1.1). In
addition, she can decide, whether she wants to use
lters or not. The use of lters extends the search
interface with facets, such as language, country or provider.
The use of those facets to answer a question adds a
bonus to the player's score when answering a question
correctly.</p>
        <p>
          After the player has made her choice and clicks the
button \Get your question", a randomly selected
question is shown to the player, either from the set of all
questions the player has not seen yet or from the
narrowed set, de ned by the chosen tag. The question
interface is depicted in Figure 2 with an exemplary
question. Right next to the question itself, a timer
indicates the time elapsed since the question was shown
to the player. This timer adds a timely component
to the goal of nding the correct resource, making the
game more challenging and thus appealing and
provides a sort of immediate performance feedback to the
player [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
        </p>
        <p>
          Next to the timer, the remaining lives of the player
are indicated. A life is subtracted for each wrongly
proposed result and if the player has not answered the
question correctly after using all her lives, the question
is removed. Having only a certain amount of lives, i.e.
limited resources, is a typical gaming element [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] and
prevents cheating: Simply proposing a huge amount
of resources will not lead to success.
        </p>
        <p>The two buttons in the upper right corner provide
the possibility to abort the question (it will be counted
as failed) and to report the question. If a question gets
reported three times, it will not be shown to other
players anymore and needs to be checked by an
administrator.</p>
        <p>The lower part of the gure shows the search
interface containing the available lters. Results for the
current query are presented in the middle of the
gure (four results at most). When a player believes to
have found the right solution, she can test it with the
\check"-button at the bottom of the result surrogate.
In case of a wrong result, she will lose a life and in case
of a correct result, she will score experience points,
according to the amount of trials and elapsed time.
2.2</p>
      </sec>
      <sec id="sec-2-4">
        <title>User Evaluation</title>
        <p>We evaluated the prototype to answer the following
questions:
1. What is the usability of the current prototype?</p>
        <p>What are possible usability improvements?
2. Does the game based approach to consumption of
cultural content work? Is it fun?
3. What are ideas of the players for functional
improvements? What would they like to add, both
for the gaming experience and for the underlying
functionality?
To answer these questions, we performed a thinking
aloud test with the prototype presented in the previous
section.
2.2.1</p>
      </sec>
      <sec id="sec-2-5">
        <title>Participants, Material and Procedure</title>
        <p>Eight participants took part in the evaluation, their
age ranging from 21 to 54 years. The participants were
mainly students from the computer science domain.
We used a Macbook Pro, with high resolution display
(2560 x 1600 pixel). First, the participants received
a short introduction to the game. Then, participants
were instructed to play the game by answering some
questions and creating at least one question themselves
and were encouraged to talk while they play. During
the evaluation, the investigator took notes on their
behaviour as well as on their verbal comments. Finally,
the participants were asked for their general
impression, and their ideas on possible improvements.
2.2.2</p>
      </sec>
      <sec id="sec-2-6">
        <title>Results</title>
        <p>Participants' responses can be classi ed into responses
regarding the gami cation approach, comments on
usability issues, suggestions for feature extensions and
comments on data quality.</p>
        <p>Gami cation: All participants liked the gami
cation approach and the design. Positive emotions were
raised, for instance, when participants reached a new
level. The interest in Europeana was generally high
during the game play. Some participants requested
more reward elements, and inclusion of avatars in the
user pro le.</p>
        <p>Usability: Generally, the usability was perceived
high. Suggestions for improvements mainly concerned
explanations of the game play. Participants stated
that they would have bene ted from an introduction
to the game play, which also is backed up by the
observations. Some participants were surprised to see
a \search box" while answering their rst question),
and then disappointed because the timer already had
started before they were able to nd out the game
mechanics.</p>
        <p>Extensions: Suggestions for possible extensions
mainly concerned the transparency of the game.
Participants wanted to see more about how other
people found the correct results, not only from the best
rounds played. Also they wanted to access their own
gaming history to assess how they played the game
and how they improved.</p>
        <p>Data Quality: Most participants experienced di
culties judging the relevance of results in Europeana
when asking a question. They reported that there was
too little or even confusing information about single
resources in the Europeana data base. Two participants
suggested to base the Game on Wikipedia instead for
this reason. A problem during the answering step was
that participants were frustrated when relevant results
were not the correct results in terms of the game, for
instance, out of two images of Mona Lisa only one was
marked as the correct answer by the questioner.
2.2.3</p>
      </sec>
      <sec id="sec-2-7">
        <title>Discussion</title>
        <p>
          In general, the prototype was perceived positively in
the user evaluation. All suggestions for improvements
regarding usability, transparency and feature
extensions are easily integrable in the next prototype. The
problem of too little explanations on the game
mechanics could be elevated by a simple beginners
tutorial or constructive performance feedback for novice
players [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. The data quality, however, poses a larger
challenge. The problem of multiple relevant results for
one question has two basic reasons: First, Europeana
does not perform deduplication for single real-world
objects. This means, pictures taken of a single object
at di erent times or locations are considered two
different objects in the data base. The reason is that in
the cultural domain, both pictures are of importance,
for instance to research the relocation of paintings over
time. For the players, however, both pictures are
considered as one and the same object. Secondly,
according to the user evaluation, Europeana search seems to
su er from low recall. Our hypothesis is that this is
due to the fact that mappings to the Eurpeana Data
Model (EDM) are challenging, because of the need to
harmonize di erent meta data vocabularies and di
erent data vocabularies [
          <xref ref-type="bibr" rid="ref14 ref9">9, 14</xref>
          ]. One way to handle this
problem independent from the used backend, could be
to use the collected (false) answers to automatically
derive suggestions for alternative correct answers and
pose those suggestions to the original questioner for
evaluation. This implicit user feedback could also be
used to judge the quality of the answers initially
provided by the asking player.
3
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Rationale for Game Mechanics</title>
      <p>
        Our primary goal is disseminating the content in
Europeana while increasing the entertainment factor.
Therefore, we chose a gami cation approach [
        <xref ref-type="bibr" rid="ref3 ref5">5, 3</xref>
        ] to
provide a playful access to cultural content. In
addition, we aim to improve the search experience of
general users on Europeana. Games with a purpose
have already been applied to the information retrieval
domain, e.g., to improve result ranking [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] or to
obtain relevance judgments [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. In games with a
purpose, people generate data as side e ect of playing,
which computers are not capable to provide [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. We
designed the game in such a way, that the data
generated while playing provides insights to (succeeding)
human search strategies and helps identifying
interesting resources on Europeana. These design choices are
detailed in the following sections.
3.1
      </p>
      <sec id="sec-3-1">
        <title>Distributing Cultural Content</title>
        <p>
          The purpose for founding Europeana was to make
Europe's cultural heritage accessible to the public [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ].
Digital resources hidden in various archives, with or
without public access were to be integrated and made
available through a uni ed interface. While this goal
was achieved with the launch of the europeana.eu web
portal in 2008, the outreach to potential users could
still be improved. Two of the four goals in Europeana's
strategic plan for the years 2011 { 2015 concerned an
increasing and more engaging outreach [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]:
\Distribute their heritage to users wherever
they are, whenever they want it"
\Engage users in new ways of participating
in their cultural heritage"
Recent initiatives to content dissemination include
special-purpose blogs (e.g., about World War I3),
presence in social media sites (e.g, Twitter4) and a
dedicated browser extension [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. A creative reuse of
Europeana's content is targeted by the Europeana Creative
initiative5. An example project of this initiative is the
VanGoYourself web portal6, where users are
encouraged to recreate artworks with their friends and
publish the resulting picture next to the original on the
website. The game presented in this paper, targets
both goals, dissemination of content and engagement
of users in a playful way.
3.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Identifying Interesting Content</title>
        <p>
          According to Purday [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ], the main motivation for
general users to interact with the content in Europeana is
to be entertained: \For these users it is not
important what they nd, as long as it is engaging". This
implies, that interesting content is presented to those
users from their very rst contact, in order for them
to start exploration and discovery of the cultural
treasures. In our game, the resources added by asking
3http://www.europeana1914-1918.eu/
4https://twitter.com/europeanaeu
5http://pro.europeana.eu/web/europeana-creative
6http://vangoyourself.com/
players as possible answers have already been
considered remarkable to some extent by a user. The
asking player identi ed the resource worthwhile to pose a
question on it.
        </p>
        <p>With the question and answering approach, we have
a collection of interesting items, that can be used as a
starting point for new users. The objects in this
collection may attract their interest and they will start
exploring Europeana on their own. In addition, an
answering player may nd resources, that do not relate to
the question asked, but are valuable for the answering
player in a di erent context. Also the asking
players may engage with Europeana, in order to discover
material they can use to pose a question.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Collecting Data for Query Support</title>
        <p>The fact that Europeana conducts a search over the
metadata and not the content itself poses a huge
challenge to the search interface for the general user. While
domain experts are familiar with faceted search
interfaces and more important, with the vocabulary used,
general users prefer simple queries. Searching through
all metadata elds can lead to unexpected results, as
described in Section 1. On the other hand, restricting
the search to speci c elds like the title may lead to
low recall (the search term could be present in the
location data for example) and in the worst case lead to
empty result sets.</p>
        <p>
          A step towards improvement has been the change
from the Europeana Semantic Elements (ESE) [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] as
underlying data model to the Europeana Data Model
(EDM) [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. With ESE being the lowest common
denominator, providers had to force their often complex
and structured descriptions into a simpler model,
leading to lost or wrong information. EDM helps towards
completeness and correctness, but still cannot
guarantee perfect quality of the metadata and cannot bridge
the gap between simple user queries and expected
results [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. As an example, consider the di erence
between the real object and its digital representation.
For example a description of the object in the
metadata can either relate to the real object itself or to
its digital representation. In the case of a painting, it
could be a description of the painting itself or the
digital photo of the painting. Even though EDM stresses
this di erence, it is sometimes not evident in the
aggregated metadata [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] and even harder for the nal user
to make this distinction. This became also evident in
the user evaluation of our prototype (c.f. Section 2.2).
        </p>
        <p>We aim to improve the quality of results returned
in response to a simple query, by learning from the
search strategies applied by our players. Since we
provide only a simple search interface, our players are
enforced to identify suitable keywords, such that they
retrieve the correct results. This way, we hope to get
a better understanding of search behaviour and to
extract successful search patterns.</p>
        <p>In principle, the question posed by a player can
be viewed as a question, a general user poses to the
Europeana portal. With the query log data collected
from answering players in the game, we aim to support
the general search process on Europeana. Possible
enhancements comprise for example query reformulation
and query suggestions, in order to improve retrieval
performance. In addition, we reward the players for
the use of lters. Rewarding the use of lters serves
two purposes: rst, we aim to introduce the use of
lters on the Europeana portal in an easy and playful
way and second, we aim to collect additional data that
can be used for query improvement.</p>
        <p>
          Traditional web search log analysis [
          <xref ref-type="bibr" rid="ref10 ref18">10, 18</xref>
          ] lacks a
measurement for a user's underlying information need
and cannot judge a user's satisfaction with the search
results. By design, our game provides both these
features: the information need is represented by the
question asked and on a coarse level, satisfaction is
equivalent to success. Hence, our approach allows for the
collection of additional features, compared to general
web search (while restricting the search domain to the
questions present in the system).
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Summary and Future Work</title>
      <p>In this paper, we presented a game that provides
playful access to Europe's cultural heritage, in order to
increase engagement of general users with the content
available on Europeana. We further described the
rationale for the game mechanics, that serve the purpose
of identifying interesting resources on Europeana and
supporting a user's query process.</p>
      <p>The user evaluation of our prototypical game
conrmed it as a promising approach. We intent to
incorporate the suggestions for improvements and
extensions. In particular, we aim to address the problem
that multiple representations of the same object are
considered equal by users and hence should all count
as correct answers. The results of improvements on
this issue might also help to identify query
reformulation strategies.</p>
      <sec id="sec-4-1">
        <title>Acknowledgment</title>
        <p>The presented work was developed within the
EEXCESS project funded by the European Union Seventh
Framework Programme FP7/2007-2013 under grant
agreement number 600601.</p>
      </sec>
    </sec>
  </body>
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