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Exploring the character of participation in social media: the case of Google Image Labeler

Published: 07 February 2012 Publication History

Abstract

Social media are transforming interpersonal and social interactions, enabling new forms of engagement and participation. However, we know little about how the specific design qualities of social media affect social interaction in these environments. Considering the diversity of social media today, there is a need to engage with specific cases to discern possible patterns of relationship between designed characteristics of social media and the character of participation in them. To illustrate, this paper draws on a case study of the game, "Google Image Labeler." The design of the game is studied through a close reading of arguments made by its designers followed by an Internet study of what users and critics say about their interactions with the game. These studies, in conjunction with theories of social interaction by John Dewey and Robert Putnam, provide a foundation for a critical stance toward the quality of participation in this game that informs design theory and practice.

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cover image ACM Other conferences
iConference '12: Proceedings of the 2012 iConference
February 2012
667 pages
ISBN:9781450307826
DOI:10.1145/2132176
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 07 February 2012

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Author Tags

  1. criticism
  2. interaction design
  3. participation
  4. serious games
  5. social computing
  6. social interaction

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iConference '12
iConference '12: iConference 2012
February 7 - 10, 2012
Ontario, Toronto, Canada

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Cited By

View all
  • (2022)Note: Importance of Digital Profile Pictures on Social Media Perceived by Different GroupsProceedings of the 5th ACM SIGCAS/SIGCHI Conference on Computing and Sustainable Societies10.1145/3530190.3534853(545-555)Online publication date: 29-Jun-2022
  • (2022)Kiyaslio: a gamified mobile crowdsourcing application for tracking price dispersion in the grocery retail marketInternational Journal of Web Information Systems10.1108/IJWIS-09-2021-008918:1(55-75)Online publication date: 24-Jan-2022
  • (2019)Rating Worker Skills and Task Strains in Collaborative Crowd Computing: A Competitive PerspectiveThe World Wide Web Conference10.1145/3308558.3313569(1853-1863)Online publication date: 13-May-2019
  • (2017)The Art of Copying: Five strategies for Transforming Originals in the Art MuseumCulture Unbound: Journal of Current Cultural Research10.3384/cu.2000.1525.1791859:1(85-107)Online publication date: 4-Sep-2017
  • (2015)The unbearable lightness of participating? Revisiting the discourses of “participation” in archival literatureJournal of Documentation10.1108/JD-01-2014-001271:2(358-386)Online publication date: 9-Mar-2015
  • (2015) MR x as a participatory platform Digital Creativity10.1080/14626268.2015.110012226:3-4(207-220)Online publication date: 8-Dec-2015
  • (2015)Points, stories, worlds, and diegesisComputers in Human Behavior10.1016/j.chb.2015.05.05152:C(492-506)Online publication date: 1-Nov-2015
  • (2012)Purposeful gaming & socio-computational systemsProceedings of the 2012 ACM International Conference on Supporting Group Work10.1145/2389176.2389188(75-84)Online publication date: 27-Oct-2012
  • (undefined)Ubiquitous Human ComputingSSRN Electronic Journal10.2139/ssrn.1140445

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