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Incentive design to mould online behavior: a game mechanics perspective

Published: 13 April 2014 Publication History

Abstract

Designing incentives to shape user behavior in line with system goals is a precarious feat. These goals can be diverse, ranging from user retention to streamlining content creation. Yet there is no playbook available in the art to be applied on such motivation problems. Pertaining to website rollout strategies, there exists a commonality in goals shared by businesses owners. We deployed an innovative incentive model in our enterprise social network knome to aid these goals. In this paper, we study how awarding points using 'Incentive Economy' strategy can mould online user behavior, in a way to meet the founding goals of a platform. We proposed few measures that can be adopted by other website owners to reach their behavior goals using game mechanics. With about 288,273 employees in TCS generating millions of interactions well over the span of 14 months, we extracted several interesting observations from knome. To our knowledge this is one of the largest studies of its nature done in enterprise settings, which in itself exposed unknown challenges. Our output suggests that incentives are effective in moulding user behaviour when coupled with right motivational strategies and targeted delivery, varying with personality types. Additional contributions include, an awarding strategy that can help websites to measure the effectiveness of individual game mechanics and incentives.

References

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Mekler, Elisa D., et al. "Disassembling gamification: the effects of points and meaning on user motivation and performance." CHI'13, ACM 2013.
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Deterding, Sebastian. "Gamification: designing for motivation." interactions 19.4 (2012): 14--17.
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Muntean, Cristina Ioana. "Raising engagement in e-learning through gamification." Proc. 6th International Conference on Virtual Learning ICVL. 2011.
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Beenen, G., Ling, K., Frankowski, D., Resnick, P., and Kraut, R. Using social psychology to motivate contributions to online communities. Proc.CSCW2004, ACM (2004).
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Nicholson, Scott. "A user-centered theoretical framework for meaningful gamification." Proceedings GLS 8 (2012).
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McCall, Roderick, et al. "Gamification as a Methodology: A Multi-Part Development Process." (2013), CHI 2013, Paris
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Gartner Hype Cycle for Emerging Technologies 2013, http://www.gartner.com/newsroom/id/2575515
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Richard Bartle, "Designing Virtual Worlds, Paperback, 768 pages, New Riders Pub., 25 July 2003 ISBN 978-0-13-101816-7"
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Jennifer Thom, David R, "Removing Gamification from an enterprise SNS", IBM TJ Watson Research
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A. Anderson, D. Huttenlocher, J. Kleinberg, J. Leskovec, "Steering User Behavior with Badges", www2013
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Zimmermann, E., Salen, K. (2003) Rules of Play: Game Design Fundamentals, The MIT Press.
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Huang, Y., Singh, P. V., & Ghose, A. (2011). A structural model of employee behavioral dynamics in enterprise social media.

Cited By

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  • (2022)A Team Crowdsourcing Method Combining Competition and Collaboration2022 IEEE Intl Conf on Dependable, Autonomic and Secure Computing, Intl Conf on Pervasive Intelligence and Computing, Intl Conf on Cloud and Big Data Computing, Intl Conf on Cyber Science and Technology Congress (DASC/PiCom/CBDCom/CyberSciTech)10.1109/DASC/PiCom/CBDCom/Cy55231.2022.9927987(1-6)Online publication date: 12-Sep-2022
  • (2019)Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcingInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2018.10.001127:C(7-24)Online publication date: 1-Jul-2019
  • (2016)Raising your Eminence inside the Enterprise Social NetworkProceedings of the 2016 ACM International Conference on Supporting Group Work10.1145/2957276.2957281(111-120)Online publication date: 13-Nov-2016
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    GamifIR '14: Proceedings of the First International Workshop on Gamification for Information Retrieval
    April 2014
    68 pages
    ISBN:9781450328920
    DOI:10.1145/2594776
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    • University of Essex
    • Technische Universitat Berlin: Technische Universitat Berlin
    • Microsoft Research: Microsoft Research

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 13 April 2014

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    Author Tags

    1. crowd behavior
    2. gamification
    3. incentive design
    4. social networks

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    GamifIR '14
    Sponsor:
    • Technische Universitat Berlin
    • Microsoft Research

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    GamifIR '14 Paper Acceptance Rate 14 of 18 submissions, 78%;
    Overall Acceptance Rate 14 of 18 submissions, 78%

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    Cited By

    View all
    • (2022)A Team Crowdsourcing Method Combining Competition and Collaboration2022 IEEE Intl Conf on Dependable, Autonomic and Secure Computing, Intl Conf on Pervasive Intelligence and Computing, Intl Conf on Cloud and Big Data Computing, Intl Conf on Cyber Science and Technology Congress (DASC/PiCom/CBDCom/CyberSciTech)10.1109/DASC/PiCom/CBDCom/Cy55231.2022.9927987(1-6)Online publication date: 12-Sep-2022
    • (2019)Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcingInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2018.10.001127:C(7-24)Online publication date: 1-Jul-2019
    • (2016)Raising your Eminence inside the Enterprise Social NetworkProceedings of the 2016 ACM International Conference on Supporting Group Work10.1145/2957276.2957281(111-120)Online publication date: 13-Nov-2016
    • (2016)Just in TimeProceedings of the 25th International Conference on World Wide Web10.1145/2872427.2883075(817-827)Online publication date: 11-Apr-2016
    • (2016)Attracting students' engagement in programming courses with gamification2016 IEEE Conference on e-Learning, e-Management and e-Services (IC3e)10.1109/IC3e.2016.8009050(112-115)Online publication date: Oct-2016
    • (2016)Gamification in CrowdsourcingProceedings of the 2016 49th Hawaii International Conference on System Sciences (HICSS)10.1109/HICSS.2016.543(4375-4384)Online publication date: 5-Jan-2016
    • (2015)GroupsourcingProceedings of the 24th International Conference on World Wide Web10.1145/2736277.2741097(906-915)Online publication date: 18-May-2015
    • (2014)Competitive Game Designs for Improving the Cost Effectiveness of CrowdsourcingProceedings of the 23rd ACM International Conference on Conference on Information and Knowledge Management10.1145/2661829.2661946(1469-1478)Online publication date: 3-Nov-2014
    • (2014)GoneProceedings of the 22nd ACM international conference on Multimedia10.1145/2647868.2655619(701-704)Online publication date: 3-Nov-2014

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