@inproceedings{chan2009mathematical, abstract = {Human computation is a technique that makes use of human abilities for computation to solve problems. Social games use the power of the Internet game players to solve human computation problems. In previous works, many social games were proposed and were quite successful, but no formal framework exists for designing social games in general. A formal framework is important because it lists out the design elements of a social game, the characteristics of a human computation problem, and their relationships. With a formal framework, it simplifies the way to design a social game for a specific problem. In this paper, our contributions are: (1) formulate a formal model on social games, (2) analyze the framework and derive some interesting properties based on model's interactions, (3) illustrate how some current social games can be realized with the proposed formal model, and (4) describe how to design a social game for solving a specific problem with the use of the proposed formal model. This paper presents a set of design guidelines derived from the formal model and demonstrates that the model can help to design a social game for solving a specific problem in a formal and structural way.}, author = {Chan, Kam Tong and King, I. and Yuen, Man-Ching}, booktitle = {Proceedings of the International Conference on Computational Science and Engineering, CSE '09}, doi = {10.1109/CSE.2009.166}, interhash = {a54732b662bcb0d763139a38f6525b56}, intrahash = {216d582316e970eb498423ee8448edbe}, month = aug, pages = {1205--1210}, title = {Mathematical Modeling of Social Games}, url = {http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=5283086&tag=1}, volume = 4, year = 2009 } @inproceedings{ageev2011modeling, abstract = {A better understanding of strategies and behavior of successful searchers is crucial for improving the experience of all searchers. However, research of search behavior has been struggling with the tension between the relatively small-scale, but controlled lab studies, and the large-scale log-based studies where the searcher intent and many other important factors have to be inferred. We present our solution for performing controlled, yet realistic, scalable, and reproducible studies of searcher behavior. We focus on difficult informational tasks, which tend to frustrate many users of the current web search technology. First, we propose a principled formalization of different types of "success" for informational search, which encapsulate and sharpen previously proposed models. Second, we present a scalable game-like infrastructure for crowdsourcing search behavior studies, specifically targeted towards capturing and evaluating successful search strategies on informational tasks with known intent. Third, we report our analysis of search success using these data, which confirm and extends previous findings. Finally, we demonstrate that our model can predict search success more effectively than the existing state-of-the-art methods, on both our data and on a different set of log data collected from regular search engine sessions. Together, our search success models, the data collection infrastructure, and the associated behavior analysis techniques, significantly advance the study of success in web search.}, acmid = {2009965}, address = {New York, NY, USA}, author = {Ageev, Mikhail and Guo, Qi and Lagun, Dmitry and Agichtein, Eugene}, booktitle = {Proceedings of the 34th international ACM SIGIR conference on Research and development in Information Retrieval}, doi = {10.1145/2009916.2009965}, interhash = {064c757a555505e59a082856eae1191f}, intrahash = {1c59ff9abf5307d66a11d1c2667cc517}, isbn = {978-1-4503-0757-4}, location = {Beijing, China}, numpages = {10}, pages = {345--354}, publisher = {ACM}, title = {Find it if you can: a game for modeling different types of web search success using interaction data}, url = {http://doi.acm.org/10.1145/2009916.2009965}, year = 2011 } @article{vonahn2006games, abstract = {Through online games, people can collectively solve large-scale computational problems. Such games constitute a general mechanism for using brain power to solve open problems. In fact, designing such a game is much like designing an algorithm - it must be proven correct, its efficiency can be analyzed, a more efficient version can supersede a less efficient one, and so on. "Games with a purpose" have a vast range of applications in areas as diverse as security, computer vision, Internet accessibility, adult content filtering, and Internet search. Any game designed to address these and other problems must ensure that game play results in a correct solution and, at the same time, is enjoyable. People will play such games to be entertained, not to solve a problem - no matter how laudable the objective}, address = {Los Alamitos, CA, USA}, author = {von Ahn, Luis}, doi = {10.1109/MC.2006.196}, interhash = {55ecea6eb606a793db8355a765facb20}, intrahash = {0494c0c8e2c518d00017430c2b792e7e}, issn = {0018-9162}, journal = {Computer}, month = jun, number = 6, pages = {92--94}, publisher = {IEEE Computer Society Press}, title = {Games with a Purpose}, url = {http://www.cs.cmu.edu/~biglou/ieee-gwap.pdf}, volume = 39, year = 2006 }