抄録
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.
本文言語 | English |
---|---|
ページ | 81-86 |
ページ数 | 6 |
DOI | |
出版ステータス | Published - 2013 1月 1 |
イベント | 2nd International Conference on Future Generation Communication Technologies, FGCT 2013 - London, United Kingdom 継続期間: 2013 11月 12 → 2013 11月 14 |
Conference
Conference | 2nd International Conference on Future Generation Communication Technologies, FGCT 2013 |
---|---|
国/地域 | United Kingdom |
City | London |
Period | 13/11/12 → 13/11/14 |
ASJC Scopus subject areas
- コンピュータ ネットワークおよび通信