Gamification and implicit crowdsourcing
The contributor’s will is not necessarily the primary goal for participants in these forms of crowdsourcing. They call on Internet users’ desire to play to receive work from them (gamification) or make them work without their knowing it (implicit crowdsourcing).
Gamification consists of making Internet users work through games with a useful and productive end (“games with a purpose”). It could be defined as the act of applying design, psychology and videogame elements in other contexts [DET 11].
The simple act of giving points for Internet users’ participation therefore must not be confused with gamification, but rather results in a sort of “pointification”. Gamification is also different from “serious games” because it does not aim to educate for personal development, but rather to achieve goals outside oneself like correcting OCR or indexing digitized photographs [AND 15b].
Unlike explicit crowdsourcing, doing randomly performed, out-ofcontext microtasks in a game is generally less favorable to personal development and the acquisition of knowledge, but it could allow work that is sometimes rather thankless to be done more easily.
Figure 5.3. Screenshot of the Digitalkoot OCR correction game [CHR 11]