Designing Fun: The Hidden Mechanics of Reward Diversity in Crowdsourcing

A Study about Designing Reward for Gamified Crowdsourcing System

2014-01-01
Joohee Choi, Heejin Choi, Woonsub So, Jaeki Lee, JongJun You
Summary
Problem
Method
Results
Takeaways
Abstract

This study investigates gamification in crowdsourcing by introducing "perceived reward diversity" and "explication of anticipated rewards" as key drivers of participant engagement. By analyzing a 2x2 factorial experiment, the authors demonstrate that these mechanisms significantly enhance both work quality (creativity) and quantity (effort) while inducing a "fun experience."

TL;DR

Why do people spend hours on games for free but struggle with simple paid crowdsourcing tasks? This paper explores the "fun" gap. By introducing Perceived Reward Diversity and requiring users to Explicate (state) their expected rewards, researchers found a significant boost in both the creativity of ideas and the effort invested by participants.

The Problem: The Quality Gap in the "Crowd"

While crowdsourcing is a powerful tool for innovation, it has a notorious weakness: Quality Assurance. Because participation is voluntary and often anonymous, maintaining stable, high-quality outcomes is difficult. Traditional gamification attempted to fix this with points and badges, but these often feel like "pointsification"—superficial layers that lack a deep psychological connection to the user's motivation.

The authors argue that the missing link is a theoretical understanding of "Fun." Most studies look at Stimulus (the game feature) and Response (participation), but ignore the Organism—the internal psychological state that actually transforms a task into an engaging experience.

Methodology: Engineering Tension and Commitment

The researchers proposed two innovative system-level interventions:

  1. Perceived Reward Diversity: Instead of a flat fee, rewards are tied to achievement levels. This creates "tension" and curiosity about the potential outcome, which the authors link to the experience of fun.
  2. Explication of Anticipated Rewards: Before starting, users are asked to state what reward they expect. Based on Cognitive Dissonance Theory, once a user commits to a certain reward level, they feel psychologically compelled to produce work high enough in quality to justify that reward.

Experimental Design

The study used a 2x2 factorial design with 70 participants on a prototype site called "Imagine Tech."

  • Independent Variables: Explication (Yes/No) × Reward Type (Fixed/Diverse).
  • Dependent Variables: Answer Quality (Creativity), Answer Quantity (Word count), and subjective Fun Experience.

Table 1: Two-Way ANOVA Results

Key Insights from the Results

The data suggests that "fun" is not just about entertainment; it is about meaningful challenge.

  • The Power of Explication: Users who had to state their expected reward produced significantly better quality (Score: 4.51 vs 2.86). This validates the idea that "pre-commitment" acts as a powerful psychological anchor.
  • Diversity Drives Fun: Perceiving a range of potential rewards led to higher "fun" ratings (4.60 vs 3.34). The uncertainty of the reward, when tied to performance, mimics the "risk-reward" loop found in successful video games.
  • The Interaction Effect: As seen in the figure below, the combination of explication and diverse rewards has a synergistic effect on the quantity of work. When users commit to a goal in an environment where they can actually achieve more, their output peaks.

Interaction Effect on Answer Quantity

Critical Analysis & Future Directions

Why it works

The genius of this approach lies in its simplicity. You don't need complex 3D graphics to "gamify" a system. By simply changing the reward structure and adding a pre-task prompt, you change the user's mental model from "laborer" to "player."

Limitations

  • The "Newness" Effect: Long-term engagement wasn't tested. Would users find this tedious after 100 tasks?
  • The Nature of Fun: The link between "tension" and "fun" is theoretically sound but requires more physiological evidence (e.g., heart rate tracking) to be fully proven.

Conclusion

This research moves gamification from "vague aesthetics" to "psychological engineering." For product managers and researchers in the crowdsourcing space, the takeaway is clear: if you want high-quality contributions, don't just pay more—make the pay variable and ask your users to tell you what they are worth.

Find Similar Papers

Try Our Examples

  • Find recent empirical studies that examine the long-term effects of variable rewards versus fixed rewards in large-scale crowdsourcing platforms like Amazon Mechanical Turk.
  • Which seminal papers first applied the Stimulus-Organism-Response (SOR) framework to Human-Computer Interaction, and how has the definition of 'organism' evolved in gamification?
  • Explore research that uses physiological markers, such as heart rate variability or skin conductance, to objectively measure the 'fun' or 'tension' experienced during gamified cognitive tasks.
Contents
Designing Fun: The Hidden Mechanics of Reward Diversity in Crowdsourcing
1. TL;DR
2. The Problem: The Quality Gap in the "Crowd"
3. Methodology: Engineering Tension and Commitment
3.1. Experimental Design
4. Key Insights from the Results
5. Critical Analysis & Future Directions
5.1. Why it works
5.2. Limitations
6. Conclusion