What's in a name?: naming games that solve real-world problems

作者: Karen Schrier

DOI: 10.1145/3102071.3106357

关键词:

摘要: Games are increasingly being used to solve real-world problems; however, multiple distinct terms have been describe this phenomenon. For instance, games such as EteRNA, Phylo, and Foldit, well SchoolLife, Fraxinus, reCaptcha, variably named human computation games, with a purpose, crowdsourcing citizen science games. In paper I review relevant literature elicit possible that aim problem (such how proteins fold or bullying) through mechanisms like activities, large-scale participation, and/or collaborative solving. Next, conduct searches of three major online databases find scholarly articles using terms, identify currently open questions the usage these going forward.

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