Second International Workshop on Gamification for Information Retrieval (GamifIR’15) Frank Hopfgartner Gabriella Kazai Udo Kruschwitz University of Glasgow Semion Ltd. University of Essex United Kingdom United Kingdom United Kingdom Frank.Hopfgartner@glasgow.ac.uk gabs@lumi.do udo@essex.ac.uk Michael Meder Technische Universität Berlin Germany Michael.Meder@dai-labor.de 1 Motivation activity, a detailed analysis of users’ personal percep- tion of gamification principles has barely been stud- Many research challenges in the field of IR rely on ied. In the last few years, several frameworks on how tedious manual labour. For example, manual feed- to ‘gamify’ were proposed, but there are still many back is required to assess the relevance of documents open questions on how to start. We think a particular to a given search task, to annotate documents or to challenge of applying gamification is to find an ele- evaluate interactive IR approaches. A recent trend to gant and subtle way of adopting and adapting game perform these tasks is the use of crowdsourcing tech- design patterns, mechanisms and elements to a partic- niques, i.e., obtaining relevance labels from anonymous ular problem or scenario. crowd workers via an open call. Although research in- dicates that such techniques can be useful, they fail The purpose of the GamifIR workshops was to when motivated users are required to perform a task bring together researchers and practitioners from a for reasons other than just being paid per click, docu- wide range of areas including game design, IR, human- ment judged or time spent on the task. computer interaction, computer games, and natural language processing in order to start a discussion and A promising approach to increase user motivation an exchange of research ideas and results relating to is by employing gamification methods which has been emerging areas of gamification within the context of applied in various environments and for different pur- IR. poses such as marketing, education, pervasive health care, enterprise workplaces, e-commerce, human re- The First International Workshop on Gamification source management and many more. The definition in Information Retrieval (GamifIR’14) was held at of gamification is still under discussion, e.g., whether ECIR 2014 in Amsterdam (half day only). The work- it covers methods “to facilitate and support the users’ shop focused on the challenges and opportunities that overall value creation”[3] or as a user experience en- gamification may present for the information retrieval hancement using game design elements “regardless of (IR) community [2].1 Given the interest of the first specific usage intentions, contexts [...]”[1] or environ- GamifIR workshop created in the run-up of the event ments. Definitions pursuing the increase of user expe- and the discussions emerging at the workshop, we are rience and overall value indicate that the application of convinced that we are only at the start of seeing gami- gamification is goal-oriented. Although several studies fication becoming an established methodology to sup- indicate that gamification can lead to increased user port and push forward IR in a variety of ways. This - we believe - merited the organisation of a second work- Copyright c 2015 for the individual papers by the paper’s au- shop. thors. Copying permitted for private and academic purposes. This volume is published and copyrighted by its editors. 1A detailed review of the workshop can be In: F. Hopfgartner, G. Kazai, U. Kruschwitz, and M. Meder found in the Spring 2014 edition of Informer, (eds.): Proceedings of the GamifIR’15 Workshop, Vienna, Aus- the quarterly newsletter of the BCS IRSG at tria, 29-March-2015, published at http://ceur-ws.org http://irsg.bcs.org/informer/2014/04/gamifir-2014/ 2 Workshop Goals • Christopher G Harris, The University Of Iowa (USA) The call for papers solicited submissions of position pa- pers as well as novel research papers addressing prob- • Hideo Joho, University of Tsukuba (Japan) lems related to gamification and IR including topics such as: • Edith Law, University of Waterloo (Canada) • Gamification approaches in a variety of contexts, • Till Plumbaum, TU Berlin (Germany) including document annotation and ground-truth • Craig Stewart, Coventry University (United King- generation; interface design; information seeking; dom) user modelling; knowledge sharing • Albert Weichselbraun, University of Applied Sci- • Gamification design ences Chur (Switzerland) • Applied game principles, elements and mechanics We thank all PC members, keynote speakers as well • Gamification analytics as authors of accepted papers for making GamifIR’15 possible. • Long-term engagement References • User engagement and motivational factors of gam- ification [1] S. Deterding, D. Dixon, R. Khaled, and L. Nacke. From game design elements to gamefulness: Defin- • Player types, contests, cooperative gamification ing “gamification”. In Proceedings of the 15th In- ternational Academic MindTrek Conference: Envi- • Search challenges and gamification sioning Future Media Environments, MindTrek’11, • Game based work and crowdsourcing pages 9–15, New York, NY, USA, 2011. ACM. • Applications and prototypes [2] F. Hopfgartner, G. Kazai, U. Kruschwitz, and M. Meder, editors. GamifIR’14: Proceedings of the Each submitted paper was peer-reviewed by three First International Workshop on Gamification for members of the programme committee consisting of Information Retrieval, New York, NY, USA, 2014. experts drawn from different communities guarantee- ACM. ing a mix of industrial and academic backgrounds. In total, seven submissions were accepted. [3] K. Huotari and J. Hamari. Defining gamification: A service marketing perspective. In Proceeding of the 16th International Academic MindTrek Confer- 3 Keynotes ence, MindTrek’12, pages 17–22, New York, NY, We were very pleased that Dr Leif Azzopardi (Uni- USA, 2012. ACM. versity of Glasgow) and Dr Christian Eickhoff (ETH Zürich) were willing to provide keynote talks. Both of them are very well known in the Information Retrieval community with particular interests and expertise in IR games and crowdsourcing, respectively. Acknowledgements We acknowledge the efforts of the programme commit- tee, namely: • Omar Alonso, Microsoft Research (USA) • Raian Ali, Bournemouth University (UK) • Michael Ameling, SAP (Germany) • Jon Chamberlain, University of Essex (United Kingdom) • Carsten Eickhoff, ETH Zürich (Switzerland)