=Paper= {{Paper |id=Vol-2390/PaperC1 |storemode=property |title=Motivational, Ethical and Gamification Issues in Crowdsourcing |pdfUrl=https://ceur-ws.org/Vol-2390/PaperC1.pdf |volume=Vol-2390 |authors=Liam Murray,Marta Giralt }} ==Motivational, Ethical and Gamification Issues in Crowdsourcing== https://ceur-ws.org/Vol-2390/PaperC1.pdf
            Motivational, Ethical and Gamification Issues in Crowdsourcing
                                              Liam Murray1, Marta Giralt2
                                     School of Modern Languages & Applied Languages
                                                   University of Limerick
                                             liam.murray1, marta.giralt2{@ul.ie}

                                                             Abstract
This paper investigates a number of important issues related to ethics, motivation and gamification. Gamification has previously been
presented and identified as an area containing high potential for learning (Perry, 2015), and may therefore be judged worthy of
investigation when applying crowdsourcing techniques. In addition, this paper will cover issues related to learner retention and
motivation. We will further pursue this area by including major points on ethical and motivational considerations, drawing upon our
previous research on gamification (Buckley, et al. 2018) and aim to relate them to crowdsourcing.

Keywords: Gamification, Crowdsourcing, Gaming, Motivation
                                                                    “moved to do something” (Ryan & Deci, 2000, p. 54),
                    1.    Introduction                              however, it may also be about the “choice” of an action and
                                                                    the “effort” expended on it (Dörnyei, 2001, p. 7). Whilst
Gamification has been defined as the use of game design
elements in non-game contexts, and has proven to be highly          other researchers believe that more importantly than
                                                                    ‘effort’, a player’s in-game behaviour is driven more by
effective in motivating behavioural change. It must be
                                                                    individual volition than by external factors (Fenouillet,
pointed out that this does not necessarily mean making
everything into a game. By interpreting game elements as            Kaplan & Yennek, 2009, p. 49). Therein lies the rub
                                                                    between ethics, motivation and gamification. In this paper,
“motivational affordances” (Deterding, 2011; Jung,
                                                                    we will explore and discuss the important implications of
Schneider, & Valacich, 2010; Zhang, 2008), and
formalising the relationship between these identified               these three aspects and how they relate to each other and to
                                                                    crowdsourcing.
elements and motivational affordances, it is our conviction
that gamification can be effectively used to improve
software systems across many different and distinct                                      2.     Background
application domains.                                                Offering as a background to the different aspects that are
The research reported here seeks to illustrate the direct           going to be discussed in this paper, we will present the
relationship between game elements and motivation, and              outline of the different sections that are covered and
proposes the more systematic employment of a strictly               developed in it. With gamification being one of the main
defined type of gamification.                                       concepts and ideas that we are discussing, some definitions
We will show a previously developed framework which                 need to be considered and briefly examined to set the
linked the most commonly-present game elements with the             ground for one of the main questions: “how much
components of a psychological motivational model known              gamification is required?” As we are also exploring
as Self-Determination Theory. The ongoing goal is to                motivational and ethical issues, it should be noted at the
inform system designers who would seek to leverage the              outset that when employing gamification we are attempting
gamification of such game elements what they would need             to change or modify a behaviour or behaviours
to employ as motivational affordances. In order to do this,         After reviewing various pertinent theories and
we will show comparisons of game elements and a recently            terminologies related to game elements within the gaming
established framework, known as GaMDeF -                            literature, we chose 3 main sources (Fitz-Walter, 2015;
“Gamification–Motivation Design Framework” (Buckley,                Seaborn & Fels, 2015; Werbach & Hunter, 2012) to build
DeWille, Exton, Exton, & Murray, 2018). Furthermore, we             the     GaMDeF        (Gamification-Motivation      Design
will reveal the various interrelationships that exist within        Framework) model which is presented, extended and
game elements.                                                      localised here. This consolidated and evaluated framework
However, gamification is not without its critics, as it is          brings together 19 game elements with 3 of the main
currently practised in the world of marketing and customer          components of motivation. Finally, we will discuss the use
loyalty. Zichermann (2011) believes that he only needs to           of gamification and games to collect data generated by
provide users with rewards and status, in order to                  users as implicit crowdsourcing technique and ethical
encourage them to participate in a system. This reductivist         considerations will be debated.
approach to presenting the powerful influence of games as
nothing more than rewards exasperates games critics such
                                                                                          2.1    Definitions
as Bogost (Bogost, 2011, 2014), and Deterding (2011b),              At its most basic, we can define gaming as the ‘willing
who sees Zichermann’s approach as allowing customers to             acceptance of a challenge’. Ferrara (2013) has
be “(fleeced) to the benefit of the company”, rather than           convincingly shown that games “are able to communicate
games that enhance or improve the gaming experience.                persuasive messages” (p. 294). While this can be seen as a
Deterding (2011b) goes on to claim that Zichermann lauds            negative phenomenon, where innocent game players are
those game designers that “dupe customers”, manipulating            exploited by gamification designers, Gee (2016) has long
them to undertake tasks they would not otherwise do, and            argued that persuasion can be used for positive behavioural
Bogost (2011) characterises the resultant systems as                change. Accordingly, Ramirez and Squire (2014) suggest
“exploitationware” and worse. As regards motivation, this           that gamification (the use of game design elements in non-
may be described in its simplest form as the sense of being         game contexts) should be an item in an educator’s

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motivational toolbox. The inevitable caveat comes from
Iacovides et al, (2013) who show how games are
increasingly incorporated into online citizen science (CS)
projects as a way of crowdsourcing data; yet the influence
of gamification on volunteer motivations and engagement
in CS projects is still unknown. They found that game
elements are not necessary for attracting new volunteers to
a project; however, they may help to sustain engagement
over time, by allowing volunteers to participate in a range
of social interactions and through enabling meaningful
recognition of achievements. Their findings have also been
strongly supported by evidence from Fort et al. (2017).
2.2    Motivation and self-Determination theory
There are “over twenty internationally recognized theories
of motivation” (Dörnyei, 2001, p.12), but it is way beyond
our scope to cover them all. Instead, we concentrate on
SDT, a theory proposed by Ryan and Deci (2000) which
suggests that Competence (mastery e.g. boss fights),
Autonomy (choice e.g. DownLoadable Content) and
Relatedness (social connection e.g. World of Warcraft or
Fortnite) are the constructs that drive motivation. SDT
extends Constructivism (individual constructing their own
meaning), with the individual being afforded the chance to
experience Autonomy.




                                                              Table 2: The consolidated, evaluated GaMDeF (Gamification–
                                                                             Motivation Design Framework)

                                                              When these mental models allow for feelings of
                                                              competence, autonomy and relatedness, then the learner is
                                                              more heavily involved in their own learning. Games, as
                                                              described by Prensky (2003) enable players to build on
                                                              their existing knowledge and extend the limits of their
                                                              competences. This concept of creating additional
                                                              knowledge by repeating previously learned tasks is, of
                                                              course, an important part of constructivist learning theory,
                                                              where constructivists argue that we bring prior knowledge
                                                              to everything that we learn, and it is how this previous
                                                              understanding is enveloped into new material which
                                                              defines its appropriation.
                                                              2.3    Key question: how much gamification is
                                                                     required?
                                                              There is therefore an established direct relationship
                                                              between game elements and motivation. A previously
                                                              developed framework linked the most commonly present
                                                              game elements with the components of a psychological
  Table 1: Comparison of Game Elements Mentioned in           motivational model known as the Self-Determination
                Three Major Sources.                          Theory. Our aim was to inform system designers seeking
                                                              to use gamification about those game elements they would
EnetCollect WG3 & WG5 Meeting, 24-25 October 2018, Leiden, Netherlands                                                41
need to employ as motivational affordances. We made             world motivation in order to create better, more complex
comparisons of game elements and established a                  and collaborative games for crowdsourcing solutions to
framework, known as GaMDeF - “Gamification–                     problems. With gamification providing extrinsic
Motivation Design Framework” (Buckley et al, 2018).             motivation in our context, we must recognise that games
Here, we will show the various inter-relationships that exist   can become inherently addictive for some people. The
in game elements and those which carry most relevance to        question then becomes one of changing from reward to
our Working Group 3 area whilst attempting to quantify          disruption in one’s personal and professional life. Therein
gamification for our purposes.                                  lie the contradiction and controversy between ethics,
Table 1 reveals the sources upon which was built the initial    motivation and gamification.
framework.
Table 2 describes the consolidated, evaluated GaMDeF                      4.    Conclusions & Questions
(ibid.) but it has also been updated and extended to include    The GaMDeF model is intended to inform us primarily
another factor known as DownLoadable Content (DLC).
                                                                about game elements which may be important when
This recent development in gaming generates high profits
                                                                gamifying types of crowdsourcing tasks. The framework is
for game developers; it may also affect motivation, for         not meant to be prescriptive and should be ‘localised’ by
good or bad (McDaniel, 2016). Quantifying the level of
                                                                any Working Group wishing to explore gamifying
gamification in a learning or crowdsourcing task is
                                                                crowdsourcing tasks. We would end by asking the faux-
ultimately a fungible activity. Each ‘gamified’ activity may    naïf question of whether it is possible to gamify everything
be interchangeable with another activity. In the end, there
                                                                within our crowdsourcing tasks. In truth, we do not know
may be only two factors which count: effort and reward.
                                                                the answer to this. Our tentative proposal would be to
Figure 1 attempts an overview of efforts and rewards in         engage effectively with the end-user during the first initial
showing the inter-relationships between game elements.
                                                                minutes of exposure with heavily gamified elements.
One may expect this Figure to be updated with more
                                                                Following this short period, further lightly gamified
developments in gaming design, but for the moment it            activities may be added throughout the process. We cannot
reveals the most salient features in the quantification
                                                                ignore the influence and attraction of gamification, yet we
argument for gamifying ‘effort’ and ‘rewards’.
                                                                cannot simply accept its design and implementation
                                                                uncritically and untested.

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