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 language | English |
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Pages | 81-86 |
Number of pages | 6 |
DOIs | |
Publication status | Published - 2013 Jan 1 |
Event | 2nd International Conference on Future Generation Communication Technologies, FGCT 2013 - London, United Kingdom Duration: 2013 Nov 12 → 2013 Nov 14 |
Conference
Conference | 2nd International Conference on Future Generation Communication Technologies, FGCT 2013 |
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Country/Territory | United Kingdom |
City | London |
Period | 13/11/12 → 13/11/14 |
Keywords
- gamification
- intercultural collaboration
- language grid
- machine translation
ASJC Scopus subject areas
- Computer Networks and Communications