Crowdsourcing of mobile content through games is becoming a major way of populating information-rich online environments. A current research gap is that actual usage patterns of crowdsourcing games has been inadequately investigated. We address this gap by comparing content creation patterns in a game for crowdsourcing mobile content against a non-game version. Results show distinct differences in the types and distribution of content created.
['Dion Hoe-Lian Goh', 'Ei Pa Pa Pe-Than', 'Chei Sian Lee']
Games for Crowdsourcing Mobile Content: An Analysis of Contribution Patterns