The present work and demonstration system aims at finding an efficient and cost-effective human computation method to expand the linguistic capabilities of interactive games that need it to respond appropriately to the language based input of their users. As a showcase scenario for the experiments conducted, we took interactive fiction applications and examined how the human computation game design and scoring approaches affects the quality of the data gathered. The ensuing analysis of the data confirms our initial hypothesis that game approaches can provide both the qualitative and quantitative data needed for the corresponding interactive games.
['Aneta Takhtamysheva', 'Robert Porzel', 'Markus Krause']
Games for games: manipulating contexts in human computation games