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Dive into the research topics where Ei Pa Pa Pe-Than is active.

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Featured researches published by Ei Pa Pa Pe-Than.


Behaviour & Information Technology | 2015

A typology of human computation games: an analysis and a review of current games

Ei Pa Pa Pe-Than; Dion Hoe-Lian Goh; Chei Sian Lee

Human computation games (HCGs) utilise human intelligence for the purpose of problem solving through games. Recently, HCGs have increased in popularity within various application areas. A proper system of describing such games is necessary in order to obtain a better understanding of the current body of work and identify new opportunities for future research directions. To date, however, there is little research conducted in understanding how such games could be classified in a systematic manner. Past classification schemes rely either on quality or entertainment aspects of these games. In order to have a deeper understanding of such games, this study argues that they should be classified via different dimensions. As a starting point, this paper reviews existing literature on HCGs and then develops a typology consisting of 12 dimensions and related strategies. This typology provides a holistic view of HCGs, and provides a common understanding of the domain among researchers and designers. The typology will help researchers to better understand the nature and consequences of HCGs, and designers better identify strengths and weaknesses of different strategies for each dimension, thus facilitating the creation of entertaining and effective HCGs.


international conference on information technology: new generations | 2012

A Survey and Typology of Human Computation Games

Ei Pa Pa Pe-Than; Dion Hoe-Lian Goh; Chei Sian Lee

Human computation games (HCGs) can be seen as a paradigm that makes use of human brain power to solve computational problems as a byproduct of game play. In recent years, HCGs are increasing in popularity within various application areas which aim to harvest human problem solving skills by seamlessly integrating computational tasks into games. Thus, a proper system of describing such games is necessary in order to obtain a better understanding of the current body of work and identify new opportunities for future research directions. As a starting point, in this paper, we review existing literature on HCGs and present a typology consisting of 12 dimensions based on the key features of HCGs. With this typology, all HCGs could be classified and compared in a systematic manner.


international conference on asian digital libraries | 2012

Enjoyment of a Mobile Information Sharing Game: Perspectives from Needs Satisfaction and Information Quality

Ei Pa Pa Pe-Than; Dion Hoe-Lian Goh; Chei Sian Lee

Recently, Human Computation Games have been utilized in mobile information sharing applications to provide a more engaging experience for sharing information on the go. We examine how players’ satisfaction of three basic psychological needs from gameplay as well as perceptions of information quality influence gameplay enjoyment in three dimensions: affective, cognitive, and behavioral. In a study of 185 participants, our findings indicate that autonomy and competence needs are positively related to behavioral and cognitive dimensions of enjoyment respectively, while relatedness need is positively associated with both affective and cognitive enjoyment dimensions. Further, perceived information relevancy has significant positive effects on all enjoyment dimensions. The implications of these findings are discussed.


Computers in Human Behavior | 2017

Perceptions of virtual reward systems in crowdsourcing games

Dion Hoe-Lian Goh; Ei Pa Pa Pe-Than; Chei Sian Lee

The gaming approach to crowdsourcing is a major way to foster engagement and sustained participation. Also known as crowdsourcing games, players contribute their effort to tackle problems and receive enjoyment in return. As in any game, a fundamental mechanism in crowdsourcing games is its virtual reward system. This paper investigates how virtual reward systems evoke intrinsic motivation, perceived enjoyment and output quality in the context of crowdsourcing games. Three mobile applications for crowdsourcing location-based content were developed for an experimental study. The Track version offered a points-based reward system for actions such as contribution of content. The Badge version offered different badges for collection while the Share version served as a control which did not have any virtual reward system. For each application, participants performed a series of tasks after which a questionnaire survey was administered. Results showed that Badge and Track enhanced enjoyment emotionally, cognitively and behaviorally. They also increased perceptions of the quality of outputs when compared to Share. As well, they better satisfied the motivational needs for autonomy and competence than Share. Interestingly, there were also significant differences in how Badge and Track were perceived. Virtual rewards were compared against no rewards for crowdsourcing tasks.Badges and points enhanced enjoyment in crowdsourcing tasks.They also increased perceptions of output quality.They better satisfied the motivational needs for autonomy and competence.There were also significant differences in how these rewards were perceived.


international conference on human-computer interaction | 2015

An Investigation of Reward Systems in Human Computation Games

Dion Hoe-Lian Goh; Ei Pa Pa Pe-Than; Chei Sian Lee

Human Computation Games (HCGs) harness human intelligence to tackle computational problems. As in any game, a fundamental mechanism in a HCG is its reward system. In this paper, we investigate how virtual reward systems evoke perceptions of enjoyment in HCGs. Three mobile applications for location-based content sharing (named Track, Badge and Share) were developed for an experimental study. The Track version offered a points-based reward system for actions such as contribution of content. The Badge version offered different badges for collection while the Share version served as a control which did not have any virtual reward system. The experiment had a counterbalanced, within-subjects design. For each application, participants performed a series of tasks after which a questionnaire survey was administered. Results showed the Track and Badge applications were perceived to have more accurate and complete content than the control (Share) application. Further, participants reported being more engaged when using the former two applications.


aslib journal of information management | 2015

Why do people play human computation games? Effects of perceived enjoyment and perceived output quality

Ei Pa Pa Pe-Than; Dion Hoe-Lian Goh; Chei Sian Lee

– The purpose of this paper is to investigate the effects of individuals’ perceived enjoyment and output quality on their intention to play human computation games (HCGs) for location-based content sharing. , – This study employed a cross-sectional survey method, and recruited 205 undergraduate and graduate students from a local university. Participants played the developed mobile HCG for content sharing named Seek, PLAy, SHare (SPLASH), and thereafter completed a questionnaire that measured their perceptions of enjoyment, output quality, and intention to play. , – Results indicated that individuals derived enjoyment from the affective and cognitive dimensions, which further influenced their intention to play HCGs. Moreover, perceived output relevancy was significant in predicting individuals’ intention to play HCGs such as SPLASH. , – The design of HCG is complicated due to their entertainment-output generation duality. Understanding what factors contribute to HCG usage is therefore, an essential area of study. Based on the study’s findings, designers should pay attention to HCG features that engender affective and cognitive experiences, and appropriately signify the relevancy aspect of HCG outputs. , – Although similar in many ways, HCGs differ from entertainment-oriented games by generating output as byproducts of gameplay. Hence, results obtained from prior research in games may not be readily applicable to the HCG context, and further investigations are necessary. Moreover, the multidimensional aspect of HCG enjoyment and output quality, and how these dimensions influence usage intention has yet to be examined. The outcomes of this study can be exploited to drive further research in the field of HCGs, and similar games that are not just for pure entertainment.


association for information science and technology | 2016

Crowdsourcing mobile content through games: an analysis of contribution patterns

Dion Hoe-Lian Goh; Ei Pa Pa Pe-Than; Chei Sian Lee

Crowdsourcing of mobile content has become a major way of populating information‐rich online environments. One approach to motivate participation is via games. That is, a crowdsourcing game is built upon the desire of individuals to be entertained while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated adequately. We address this gap by comparing content creation patterns in a game for crowdsourcing mobile content against a non‐game version. Our analysis of 3024 contributions in both apps reveal 10 categories, divided into: (1) those that conform more to the notion of mobile content utilized to learn about a specific place or for navigational purposes; and (2) those that were about the content creator himself/herself, or in relation to other users or other non‐playing individuals, with the location as a backdrop, similar to status updates in social media platforms like Twitter. We argue that both categories are potentially useful in that they meet different needs, and together could serve to recruit and sustain participation in the longer term. Further, the distribution of categories varied across the apps, indicating that the features afforded by games shape behavior differently from non‐game‐based approaches to crowdsourcing.


acm/ieee joint conference on digital libraries | 2016

Games for Crowdsourcing Mobile Content: An Analysis of Contribution Patterns

Dion Hoe-Lian Goh; Ei Pa Pa Pe-Than; Chei Sian Lee

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.


association for information science and technology | 2017

Does it matter how you play? The effects of collaboration and competition among players of human computation games

Ei Pa Pa Pe-Than; Dion Hoe-Lian Goh; Chei Sian Lee

Human computation games (HCGs) harness human intelligence through enjoyable gameplay to address computational problems that are beyond the power of computer programs but trivial for humans. With the popularity of crowdsourcing, different types of HCGs have been developed using various gameplay mechanics to attract online users to contribute outputs. Two commonly used mechanics are collaboration and competition. Yet there is little research examining whether HCGs perform better than nongame applications in terms of motivations and perceptions. Thus, this study investigates the effects of collaborative and competitive mechanics on intrinsic motivation and perceived output quality in mobile content sharing HCGs. Using a within‐subjects experiment, 160 participants were recruited from 2 local universities. The findings suggest that the nongame application was perceived to yield better quality output than both HCGs, but the latter offered a greater satisfaction of motivational needs, which may motivate individuals to continue playing them. Taken together, the present findings inform researchers and designers of HCGs that games could serve as a motivator to encourage participation. However, the usefulness of HCGs may be dependent on how one can effectively manage the entertainment–output generation duality of such games. This article concludes by presenting implications, limitations, and future research directions.


international conference on asian digital libraries | 2015

Investigating the Antecedents of Playing Games for Crowdsourcing Location-Based Content

Dion Hoe-Lian Goh; Ei Pa Pa Pe-Than; Chei Sian Lee

Human Computation Games HCGs are games that harness human intelligence to tackle computational problems. Put differently, they are a means of crowdsourcing via games. Due to this entertainment-output generation duality, perceived enjoyment and perceived quality of outputs are potentially important determinants of HCG usage. This study adopts a multidimensional view of perceived enjoyment and output quality to investigate their influence on intention to use HCGs. This is done using SPLASH, our developed mobile HCG for crowdsourcing location-based content. Since SPLASH comprises various gaming features, we further study how the different dimensions of enjoyment vary across them. Using a survey of 105 undergraduate and graduate students, findings validated the multidimensionality of perceived enjoyment and output quality and showed their differing influence. As well, the different gaming features elicited different perceptions of enjoyment. Our results thus suggest that HCGs can be used for crowdsourcing tasks if they can fulfill enjoyment and assure output quality.

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Chei Sian Lee

Nanyang Technological University

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Dion Hoe-Lian Goh

Nanyang Technological University

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Alton Yeow-Kuan Chua

Nanyang Technological University

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