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    <article-meta>
      <title-group>
        <article-title>Gami cation in Information Retrieval: State of the art, Challenges and Opportunities</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Cristina Ioana Muntean</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Franco Maria Nardini</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>ISTI-CNR</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Italy</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>name.surnameg@isti.cnr.it</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p>Gami cation aims at applying game design principles and elements, such as points, badges, feedbacks or leader boards in nongaming environments. An interesting goal of gami cation is to combine and exploit the fun factor for targeting other aspects like achieving more accurate work, more cost e ective solutions and better retention rates. The application of gami cation techniques to IR tasks poses interesting research challenges. In this paper, we propose an analysis of the state of the art in this eld and we summarize interesting challenges and opportunities for the near future.</p>
      </abstract>
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      <title>-</title>
      <p>
        perceived ease of use of information systems. Successful examples are Foursquare,
Twitter, Stack Over ow, Hacker News. While both Foursquare and Twitter
employ gami cation for increasing their user engagement, Stack Over ow1 and
Hacker News2 are powerful platforms for question answering that promotes also
authoritativeness of trustworthy users with both reward and punishment
mechanisms. Gami cation is thus used for stimulating and promoting users to be
authoritative and active. In gami cation it is important to understand users
and create scenarios that appeal to their personality types: explorers, achievers,
socializers and/or killers. Gami cation can bring various bene ts like increased
engagement, loyalty, time spent, in uence, fun or productivity. A possible
bene t for IR is the understanding that the contribution of user will help raise the
quality of the service and content, thus indirectly the user satisfaction. Bartle
argues that although game design is an art form, gami cation is an application
of psychology, thus one of the most important aspects of gamifying Information
Retrieval (IR) tasks relies on understanding of the human motivation [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
Relevance Assessment, Feedback and Ranking
      </p>
      <p>
        An interesting application in IR is relevance assessment. Chamberlain
introduces a model for rewarding and evaluating users using retrospective validation,
with only a small gold standard required to initiate the system [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The model
is not based on the quantity of tasks performed but rather is focused on an
agreement-based reward which prizes the quality of the solutions. The
evaluation of the theoretical model indicated that the reward mechanism succeeds
in awarding the high quality answers, but in practice it is not such a strong
signal for predicting the user performance. Harris exploits groups' ability to
assess relevance of documents and images and also rank their choices [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. During
their experiment participants are divided in two groups, one making judgements
based on their own assessments, while the other makes judgements based on the
estimate of consensus decision. To motivate participant, nancial rewards are
o ered. When participants use consensus opinion as a guide, relevance
assessment are homogenous probably due to the fact that they are more conservative.
Another paper that uses player feedback is [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Here, authors' objective is
improving image recognition accuracy. The process is divided in three steps: rst
the systems performs recognition, then the information on which they wish to
retrieve feedback is compiled and lastly they retrieve the feedback form the
players through a crowd-sourced gami ed approach. They also propose a method for
leveraging ambigous feedback by introducing a measure of certainty. They
conclude that due to the feedback received from the players the accuracy of the
recognition systems improves. Fort et al. propose a Game With a Purpose that
allows annotation of corpora with dependency syntax [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Students in linguistics
are trained to annotate certain phenomena whereas a previous pre-annotation
step gives an idea of whether there are signi cant inconsistencies between the
two. They do not motivate users by claiming it is useful for research instead
they focus on the playful aspect of the game and user personal interests. The
1 http://stackoverflow.com/
2 https://news.ycombinator.com/
quality of the data implies: the trustworthiness of players and the assessment of
the correctness of analyses.
      </p>
      <p>Web Search</p>
      <p>
        Azzopardi et al. proposed a gami cation-enhanced sequel of Page-Fetch, a
game where participants, given a web page, must enter the query that they
consider most suitable for that page [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The shorter the query the higher the score
they receive for the task. Users are also time constrained, they gain points, are
ranked in leaderboards and receive badges. The system allows the evaluation of
the quality of competing search engines or evaluating the capacity of players for
performing a task. Fernandez-Luna et al. focus on gami ng a collaborative
information seeking system (CIS), de ned as a process of information seeking \that
is de ned explicitly among the participants, interactive, and mutually bene
cial"[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. They proposed several ways to gamify a CIS system that could end up
in intensifying a seeker's engagement. He et al. apply gami cation to
crowsourcing tasks to make them more appealing and so making the users play, rather
than work. Nevertheless, di erences in task design and incentives elicit di erent
player behavior [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. The proposed solution simulates user behavior when
performing a search task. Authors propose a faceted interface, which diminishes the
rank bias present in a typical SERP and is preferred by the users.
2
      </p>
      <p>Challenges and Opportunities
In this paper we discussed the latest research results employing gami cation
approaches within IR tasks. We believe that the application of gami cation to
IR tasks are still in a preliminary stage. It opens the way to many research
challenges, in particular for tasks that are di cult to quantify or qualify, based
on crowdsensing, or requiring user evaluation. Here we highlight some promising
directions that we believe could be natural scenarios where gami cation can be
successfully exploited.</p>
      <p>User pro ling: modern Web search engines track the activities of the users in
order to derive their pro le to be used and then exploited again during search,
for personalizing the search experience. This activity is done by distilling
implicit feedback from clicked results, query logs, etc. Gami cation approaches
that enable users to select preferences on speci c domains, i.e., documents,
images, videos, etc. contribute to building the user pro le explicitly, that in turn
allows deriving more precise and detailed information.</p>
      <p>Document annotation: modern Web search engines deeply rely on machine
learning to perform several important tasks ranging from document and query
classi cation to document ranking and spam detection. Machine learning needs
labeled data during the training phase. Labeled data is produced by employing
hundreds of human assessors judging documents returned by a query and who
assign a relevance label. Human labeling is a complex, hard and time-consuming
task. For this reason, we believe that by exploiting gami cation, and thus by
adding fun and competitiveness to an annotation platform, will lead to more
motivated annotators producing higher quality results. The annotation task can
be referred to: indicating a certain class of a document (domain, part-of-speech
etc.), o ering a relevance judgement (true or false) or ranking objects according
to preference, correctness etc.</p>
      <p>Diversi cation and Query Intent Discovery: diversi cation of Web search
results is an important research eld studying the best way to answer ambiguous
or \multi-faceted" search queries. Roughly, diversi cation aims at covering all
(the majority of) the possible meanings behind a search query in a single results
page. We believe gami cation approaches could help in discovering the most
popular interpretations behind a given ambiguous query. The same approach
could help in determining the quality of a diversi ed results page.</p>
      <p>Gami cation opens the way to many research challenges that has been only
partially addressed so far, especially in the IR eld. The proposed literature
review also revealed that more rigorous methodologies ought to be used in further
research on gami cation.</p>
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