Biblioth\`eques num\'eriques et gamification : panorama et \'etat de l'art
Mathieu Andro, Imad Saleh

TL;DR
This paper reviews gamification projects in digital libraries, analyzing their functionalities, motivations, contributor sociology, and comparing their effectiveness to explicit crowdsourcing methods.
Contribution
It provides a comprehensive overview and state of the art of gamification in digital libraries, highlighting differences with serious games and crowdsourcing.
Findings
Gamification enhances engagement in digital libraries.
Comparison shows varying effectiveness between gamification and crowdsourcing.
Sociological factors influence contributor participation.
Abstract
This article presents an overview of the main gamification projects for digital libraries, either for tagging or OCR correction. This overview is followed by a state of the art with functionalities, motivations, sociology of contributors and the scope of gamification compared to the serious games and explicit crowdsourcing. Finally a comparison of results between explicit crowdsourcing and gamification is proposed. [English Title: Digital libraries and gamification: overview and state of the art]
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsCultural Insights and Digital Impacts · Open Source Software Innovations · Wikis in Education and Collaboration
