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]
@article{arxiv.1512.08395,
title = {Biblioth\`eques num\'eriques et gamification : panorama et \'etat de l'art},
author = {Mathieu Andro and Imad Saleh},
journal= {arXiv preprint arXiv:1512.08395},
year = {2015}
}
Comments
in French. http://www.adbs.fr/i2d-n-4-decembre-2015-dossier-les-services-d-information-au-prisme-de-la-valeur-153432.htm