Marketplace-Driven, Game-Changing IT Games to Address Complex, Costly Community Problems
This chapter illustrates how digital marketplaces may be allied to gamified IT applications/systems to support solutions for complex, costly community challenges in a sustainable manner. A generic modular architectural design for these marketplace‐based games is proposed and instantiated to public health and water management problem scenarios so that the resulting games support expected solutions. Preliminary validation studies of the games’ usefulness as a solution‐support and business‐promotion tool have been carried out for the cases of a game to combat disease‐carrying mosquitoes and of a water conservation game. These games have then been applied to real‐case scenarios pilot tests. The chapter reports on validation results and the contribution the embedded marketplaces may bring to these games and their sustainability.
- 1.World Health Organization WHO Mosquito control: can it stop Zika at source? |Update 17 February 2016. http://www.who.int/emergencies/zika-virus/articles/mosquito-control/en/ Available at. Accessed Oct 22, 2016.Google Scholar
- 2.UNEP / UN-Habitat “Sick water? The central role of wastewater management in sustainable development”. Available at http://www.grida.no/publications/rr/sickwater/. Acessed 22 Oct 2016.
- 3.D. J. Kuss, Internet gaming addiction: current perspectives, Psychology Research and Behavior Management, 2013; 6: 125–137. DovePress. Published online 2013 Nov 14. DOI: 10.2147/PRBM.S39476Google Scholar
- 4.Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In The 6th International Conference on Virtual Learning ICVL 2012 (pp. 323–329)Google Scholar
- 5.M. Kosonen et al., “User motivations and knowledge sharing in idea crowdsourcing.” International Journal of Innovation Management, 2014; v18, n5: 6-18.Google Scholar
- 10.J. Chandler et al., Risks and Rewards of Crowdsourcing Marketplaces, February 4, 2014, Handbook of Human Computation, pp. 377-392, Springer, New York, USA.Google Scholar
- 11.U. Gneezy et al., When and Why Incentives (Don’t) Work to Modify Behavior, JEP, Fall 2011, V 25, N 4; 191–210.Google Scholar
- 12.H. Yu, “Building Robust Crowdsourcing Systems with Reputation-aware Decision Support Techniques,” Available at https://arxiv.org/ftp/arxiv/papers/1502/1502.02106.pdf., Acessed 22 Oct 2016.Google Scholar
- 13.M. H. Nguyen and D. Q. Tran, A Trust-based Mechanism for Avoiding Liars in Referring of Reputation in Multiagent System, International Journal of Advanced Research in Artificial Intelligence, 2015 Vol.4, No.2; 28-36.Google Scholar
- 15.J. Y. Geronimo, Crowdsourcing dengue alert. Available at www.rappler.com/nation/31760-nationwide-dengue-vector-surveillance. Accessed 14 11 2016. 2016.Google Scholar
- 17.Larman, Craig. Agile and Iterative Development: A Manager’s Guide. Addison-Wesley. p. 27. ISBN 978-0-13-111155-4. 2004. New York.Google Scholar
- 21.R. Buettner, “A Systematic Literature Review of Crowdsourcing Research from a Human Resource Management Perspective.,” Proceedings of HICSS-48., Bd. DOI: 10.13140/2.1.2061.1845., Nr. DOI: 10.13140/2.1.2061.1845., p. DOI: 10.13140/2.1.2061.1845., January 2015.Google Scholar