{"id":{"repo_id":"sask","oai_identifier":"oai:harvest.usask.ca:10388/ETD-2015-07-2166"},"canonical_url":"https://search.dev.ndltd.org/etd/sask/oai:harvest.usask.ca:10388/ETD-2015-07-2166","repository":{"repo_id":"sask","name":"University of Saskatchewan","base_url":"https://harvest.usask.ca/server/oai/request"},"display":{"title":"Crowdsourcing data collection through mobile gamification : leveraging the freemium model","abstract":"Classic ways of gathering data on human behavior, such as laboratory based user studies, can be time-consuming, costly and are subject to limited participant pools. Crowdsourcing offers a reduction in operating costs and access to a diverse and large participant pool, however issues arise concerning low worker pay and questions about data quality. Gamification provides a motivation to participate, but also requires the development of specialized, research-question specific games that can be costly to produce. We provide another alternative that combines gamification and crowdsourcing in a smartphone-based system that emulates the popular Freemium model of micro-transactions to motivate voluntary participation through in-game rewards, using a robust framework to study multiple unrelated research questions within the same system. We deployed our prototype framework on the Android market and gathered data over a period of 5 weeks. We compared this data to that gathered from a gamified laboratory version and a non-gamified laboratory version, and found that players who use the in-game rewards were motivated to do experimental tasks. The data showed that there was no difference between the groups for performance on a motor task; however, performance on a cognitive task was worse for the crowdsourced Android group. We discuss the possible reasons for this and provide options for improving data collection and performance on tasks.","abstract_html":"Classic ways of gathering data on human behavior, such as laboratory based user studies, can be time-consuming, costly and are subject to limited participant pools. Crowdsourcing offers a reduction in operating costs and access to a diverse and large participant pool, however issues arise concerning low worker pay and questions about data quality. Gamification provides a motivation to participate, but also requires the development of specialized, research-question specific games that can be costly to produce. We provide another alternative that combines gamification and crowdsourcing in a smartphone-based system that emulates the popular Freemium model of micro-transactions to motivate voluntary participation through in-game rewards, using a robust framework to study multiple unrelated research questions within the same system. We deployed our prototype framework on the Android market and gathered data over a period of 5 weeks. We compared this data to that gathered from a gamified laboratory version and a non-gamified laboratory version, and found that players who use the in-game rewards were motivated to do experimental tasks. The data showed that there was no difference between the groups for performance on a motor task; however, performance on a cognitive task was worse for the crowdsourced Android group. We discuss the possible reasons for this and provide options for improving data collection and performance on tasks.","abstract_has_math":false,"creators":["Dergousoff, Kristen"],"institution":"University of Saskatchewan","degree_name":"Master of Science (M.Sc.)","degree_level":"Masters","degree_discipline":"Computer Science","degree_department":null,"school":null,"contributors":[],"advisors":["Mandryk, Regan"],"committee_chairs":[],"committee_members":["Stanley, Kevin","Bell, Scott","Neufeld, Eric"],"year":2015,"date_issued":"2015-09-09","date_published":"2015-09-09","updated_at":"2026-07-24T04:27:13Z","subjects":["crowdsourcing","freemium","gamification"],"languages":["eng"],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://hdl.handle.net/10388/ETD-2015-07-2166","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.advisor","label":"Advisor","values":["Mandryk, Regan"]},{"key":"dc:contributor.committeemember","label":"Committee Member","values":["Stanley, Kevin","Bell, Scott","Neufeld, Eric"]},{"key":"dc:creator","label":"Author","values":["Dergousoff, Kristen"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2015-09-10T12:00:12Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2015-09-10T12:00:12Z"]},{"key":"dc:date.issued","label":"Date","values":["2015-09-09"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Computer Science"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Masters"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Science (M.Sc.)"]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["University of Saskatchewan"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["crowdsourcing","freemium","gamification"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["eng"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://hdl.handle.net/10388/ETD-2015-07-2166"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["Classic ways of gathering data on human behavior, such as laboratory based user studies, can be time-consuming, costly and are subject to limited participant pools. Crowdsourcing offers a reduction in operating costs and access to a diverse and large participant pool, however issues arise concerning low worker pay and questions about data quality. Gamification provides a motivation to participate, but also requires the development of specialized, research-question specific games that can be costly to produce. We provide another alternative that combines gamification and crowdsourcing in a smartphone-based system that emulates the popular Freemium model of micro-transactions to motivate voluntary participation through in-game rewards, using a robust framework to study multiple unrelated research questions within the same system. We deployed our prototype framework on the Android market and gathered data over a period of 5 weeks. We compared this data to that gathered from a gamified laboratory version and a non-gamified laboratory version, and found that players who use the in-game rewards were motivated to do experimental tasks. The data showed that there was no difference between the groups for performance on a motor task; however, performance on a cognitive task was worse for the crowdsourced Android group. We discuss the possible reasons for this and provide options for improving data collection and performance on tasks."]},{"key":"dc:title","label":"Title","values":["Crowdsourcing data collection through mobile gamification : leveraging the freemium model"]}]}],"canonical_facts":{"dc:contributor.advisor":["Mandryk, Regan"],"dc:contributor.committeemember":["Stanley, Kevin","Bell, Scott","Neufeld, Eric"],"dc:creator":["Dergousoff, Kristen"],"dc:date.accessioned":["2015-09-10T12:00:12Z"],"dc:date.available":["2015-09-10T12:00:12Z"],"dc:date.issued":["2015-09-09"],"dc:description.abstract":["Classic ways of gathering data on human behavior, such as laboratory based user studies, can be time-consuming, costly and are subject to limited participant pools. Crowdsourcing offers a reduction in operating costs and access to a diverse and large participant pool, however issues arise concerning low worker pay and questions about data quality. Gamification provides a motivation to participate, but also requires the development of specialized, research-question specific games that can be costly to produce. We provide another alternative that combines gamification and crowdsourcing in a smartphone-based system that emulates the popular Freemium model of micro-transactions to motivate voluntary participation through in-game rewards, using a robust framework to study multiple unrelated research questions within the same system. We deployed our prototype framework on the Android market and gathered data over a period of 5 weeks. We compared this data to that gathered from a gamified laboratory version and a non-gamified laboratory version, and found that players who use the in-game rewards were motivated to do experimental tasks. The data showed that there was no difference between the groups for performance on a motor task; however, performance on a cognitive task was worse for the crowdsourced Android group. We discuss the possible reasons for this and provide options for improving data collection and performance on tasks."],"dc:identifier.uri":["https://hdl.handle.net/10388/ETD-2015-07-2166"],"dc:language.iso":["eng"],"dc:subject":["crowdsourcing","freemium","gamification"],"dc:title":["Crowdsourcing data collection through mobile gamification : leveraging the freemium model"],"thesis:degree_discipline":["Computer Science"],"thesis:degree_level":["Masters"],"thesis:degree_name":["Master of Science (M.Sc.)"],"thesis:institution_name":["University of Saskatchewan"]},"updated_at":"2026-07-24T04:27:13Z"}