Motivating Users to Build Heritage Collections Using Games on Social Networks

  • Michelle Havenga
  • Kyle Williams
  • Hussein Suleman
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7634)

Abstract

Efforts to motivate user participation and contribution towards digital libraries, such as heritage collections, are often unsuccessful, resulting in empty or underutilized collections. These collections have the potential to improve heritage preservation and education. However, without growth, they are of little use to society. Using a Facebook application, different techniques were compared for motivating user participation and contribution of content towards a heritage collection. It was found that direct competition outperformed a badge system and successfully motivated users to contribute. These results are particularly interesting since, in a developing country, such as where this research was carried out, community and collaboration are usually valued and favoured over competition.

Keywords

social networks motivation heritage collections user generated content 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Greenstein, D., Thorin, S.: The digital library: a biography. Digital Library Federation and Council on Library and Information Resources (2002)Google Scholar
  2. 2.
    Davis, P., Connolly, M.: Evaluating the reasons for non-use of Cornell university’s installation of DSpace. D-Lib Magazine 13(3/4) (2007)Google Scholar
  3. 3.
    Concordia, C., Gradmann, S., Siebinga, S.: Not just another portal, not just another digital library: A portrait of Europeana as an application program interface. IFLA Journal 36(1), 61–69 (2010)CrossRefGoogle Scholar
  4. 4.
    Holley, R.: Crowdsourcing: How and why should libraries do it? D-Lib Magazine 16(3/4) (2010)Google Scholar
  5. 5.
    Hulme, T.: Open innovation and crowdsourcing from IDEO. Brisbane Festival of Ideas. ABC Radio National (2011)Google Scholar
  6. 6.
    Boyle, L., Hancock, F., Seeney, M., Allen, L.: The implementation of team based assessment in serious games. In: Proceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications, pp. 28–35. IEEE Computer Society (2009)Google Scholar
  7. 7.
    Khatib, F., DiMaio, F., Cooper, S., Kazmierczyk, M., Gilski, M., Krzywda, S., Zabranska, H., Pichova, I., Thompson, J., Popović, Z., Jaskolski, M., Baker, D.: Crystal structure of a monomeric retroviral protease solved by protein folding game players. Nature Structural & Molecular Biology 18(10), 1175–1177 (2011)CrossRefGoogle Scholar
  8. 8.
    von Ahn, L., Dabbish, L.: Labeling images with a computer game. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 319–326. ACM (2003)Google Scholar
  9. 9.
    von Ahn, L., Liu, R., Blum, M.: Peekaboom: a game for locating objects in images. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 55–64. ACM (2006)Google Scholar
  10. 10.
    Casey, S., Kirman, B., Rowland, D.: The Gopher game: a social, mobile, locative game with user generated content and peer review. In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, pp. 9–16. ACM (2007)Google Scholar
  11. 11.
    Lund, A.: Measuring usability with the USE questionnaire. STC Usability SIG Newsletter 8(2) (2011)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  • Michelle Havenga
    • 1
  • Kyle Williams
    • 1
  • Hussein Suleman
    • 1
  1. 1.Department of Computer ScienceUniversity of Cape TownRondeboschSouth Africa

Personalised recommendations