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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Game of Search</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Leif Azzopardi School of Computing Science</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Glasgow</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2012</year>
      </pub-date>
      <abstract>
        <p>Searching is central to our existence. The search for water, food and shelter. The search for employment, transport and love. Searching for things to do, places to go, and people to meet. Of course, in Information Retrieval, we are primarily concerned with the search for information, knowledge and wisdom. If searching is so central to our lives, then are there underlying search strategies that de ne how we search, and invariably how successful we are? Information Foraging Theory posits that our search behaviour is similar to how animals forage for food (as it is derived from Optimal Foraging Theory). But do people search in such a manner? And how can we test such a theory, when so many factors in uence people's search interaction, behaviours and outcomes? In this talk, I will describe my search for mechanisms to test such theory - specifically focusing on games and gami cation as a way to abstract the problem down so that experiments can be conducted in a controlled and precise manner.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>During the GamifIR 2014 workshop [HKKM14], there
were many di erent ways in which games and
gami cation were used or considered in the context of
Information Retrieval. For example, games like
Zomblingo [FGC14], Pagefetch [ABG+14] and the
Beauty Contest [Har14] produced data that could
be used to understand and evaluate aspects of the
retrieval process (i.e. via games with a purpose).
On the other hand, other researchers adopted
various game mechanics with in their systems to enhance
the quality of data captured [BMI14, MJMW14], to
improve the engagement of users in tasks or
experiments [HBAdV14, FLHRARC14] and to shape
behaviours [PMRS14] (i.e. via gami cation). In
previous work, I focused mainly on developing games with
a purpose: to evaluate how well people can use search
systems and to assess their querying behaviours (see
Fu-Finder [OPA11] and PageFetch [APG12, PA12]
which were based on PageHunt [MCQG09]). However,
in this talk, I will focus on how I have been using games
as a way to test something more fundamental, that is
to evaluate people's search strategies.</p>
      <p>To kick o the talk, I will rst present essentially
an experiment to test people's search strategies
under various conditions. The experiment uses a number
of standard gami cation techniques to gamify the
experiment (i.e. Points, Badges, Leaderboards), but it
is not really very much fun, and it is very abstract.
Consequently, I needed a way to make the scenario
more concrete and more enjoyable. Before showing
how we attempted to do that, I will explain how we
are using this system to gather data to test theories
such as, Information Foraging Theory [PC99, SK86]
and Search Economic Theory [Azz11, Azz14]. To
focus the discussion, I will concentrate on presenting the
core concepts from Information Foraging Theory, and
how the theory can be applied to generate
hypotheses about how people should interact under various
circumstances. Then, I will demonstrate a number of
games we have been developing which encode the same
principles/underlying theory but in the disguise of
shing, gold mining and surviving a zombie apocalypse.
Through such games, it is possible to precisely control
the conditions and environment that the player is
subjected to, creating an ideal experimental play ground
to test the theory. I will describe di erent
manipulations that we can perform and how they can be used
to simulate di erent aspects with in the information
search process. I argue that if players do not act as
predicted in such contexts then they are unlikely to
do so in more complex and information rich
environments. On the other hand, if they do, then it is quite
possible that a person's ability to optimise their search
behavior and adopt search strategies that get the best
from their interactions, are able to do the same when
it comes to information search. However, it is an open
question, as to how well ndings from such games can
generalize to information search and information
seeking more broadly.</p>
      <p>Acknowledgements
Thanks to all my students who have worked on
developing these di erent games; Fu-Funder: Carly O'Neil,
James Purvis, PageFetch: Abdullah Razzouk, Andrew
Gardiner, Martin Bevc, David Maxwell: GoldDigger:
Gabriele Rossi, GoFish: Maksim Solovjov, Sean
Jacobson, and Zombie Apocalypse: Stefan Balling.
[ABG+14]</p>
    </sec>
    <sec id="sec-2">
      <title>Markus Brenner, Navid Mirza, and Ebroul Izquierdo. People recognition using gami ed ambiguous feedback. In</title>
      <p>Proceedings of the First International</p>
    </sec>
    <sec id="sec-3">
      <title>Carlos Maltzahn, Arnav Jhala, Michael Mateas, and Jim Whitehead. [OPA11] [PA12]</title>
    </sec>
    <sec id="sec-4">
      <title>Gami cation of private digital data</title>
      <p>archive management. In Proceedings
of the First International Workshop
on Gami cation for Information
Retrieval, GamifIR '14, pages 33{37,
2014.</p>
    </sec>
    <sec id="sec-5">
      <title>Carly O'Neil, James Purvis, and Leif</title>
      <p>Azzopardi. Fu- nder: A game for
studying querying behaviours. In
Proceedings of the 20th ACM
International CIKM Conference, CIKM '11,
pages 2561{2564, 2011.
[PMRS14]</p>
    </sec>
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