Analysis of self-tagging during conversational chat in multilingual gaming simulation

Taishi Nose*, Reiko Hishiyama

*Corresponding author for this work

Research output: Contribution to conferencePaperpeer-review

4 Citations (Scopus)

Abstract

A multilingual gaming simulation is suggested as the basis of an experiment by which we discuss complex problems such as global civics or environmental problems. Assigning tags is a very important way to analyze this experiment. However, assigning tags has a cost that is too large for analysts. In this study, we suggest and introduce a method for participants to voluntarily self-tag, focusing on gamification and crowdsourcing. As a result, we verified that it is possible for analysts to reduce the tagging cost when analyzing and to analyze results more accurately.

Original languageEnglish
Pages81-86
Number of pages6
DOIs
Publication statusPublished - 2013 Jan 1
Event2nd International Conference on Future Generation Communication Technologies, FGCT 2013 - London, United Kingdom
Duration: 2013 Nov 122013 Nov 14

Conference

Conference2nd International Conference on Future Generation Communication Technologies, FGCT 2013
Country/TerritoryUnited Kingdom
CityLondon
Period13/11/1213/11/14

Keywords

  • gamification
  • intercultural collaboration
  • language grid
  • machine translation

ASJC Scopus subject areas

  • Computer Networks and Communications

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