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8.7   Crowdsourcing and Crowdfunding                                                            247

           one aspect of gamification, which refers to the introduction   More than just brainstorming or ideation, crowdsourcing
           of gaming into social networking. Gamification can also be  uses proven techniques to focus on the crowd’s innovation,
           viewed as the introduction of social networking activities  creativity, and problem-solving capacity on topics of vital
           into online games. Our interest is in those applications that  interest to the host organization. An overview of crowdsourc-
           are related to social commerce and e-commerce. For more  ing is provided in Jeff Howe’s video titled “Crowdsourcing”
           definitions and limitations, see the Gamification Wiki (gami-  (3:20 min) at youtube.com/watch?v=F0- UtNg3ots, crowd-
           fication.org), and Duggan and Shoup (2013).        sourcing.org, and in Brabham (2013). Also watch Brabham’s
              Social activities are not new to online gaming. For exam-  video “Crowdsourcing As a Model for Problem Solving”
           ple, players collectively agree to the rules of the games. Also,  (6:1 min) at youtube.com/watch?v=hLGhKyiJ8Xo.
           gamers need trust between the players. What is new here is the
           integration  of  traditional  multiplayer games  and  social net-    Crowdsourcing Models
           working. Given that so many people play online games, it is
           not surprising that vendors are encouraging players (e.g., via  Howe  (2008)  has  classified  applications  of  crowdsourcing
           rewards) to engage in desired behavior (e.g., problem- solving  into the following four categories:
           or collaboration). Vendors also use games as advertising plat-
           forms. For a gamification framework, see Chou (2012).
              According to a Lithium white paper (2011) and Florentine     1.  Collective intelligence (or wisdom). Here, people
           (2014),  companies can  use  gamification to  create  winning   are solving problems and providing new insights
           social customer experiences such as increasing loyalty, build-  and ideas leading to product, process, or service
           ing trust, accelerating innovation, providing brand engage-  innovations.
           ment,  and increasing relevant knowledge. For  how to use     2.  Crowd creation. Here, people are creating various
           gamification to engage employees, see Hein (2013).      types of content and sharing it with others (paid or
              For commercial possibilities and strategies of social games   for  free).  The  content  may be  used  for problem-
           and gamification, see Zichermann and Linder (2013).     solving, advertising, or knowledge accumulation.
              For additional information, you can download the e-book   This can be done by splitting large tasks into small
           titled “The Essential Social Playbook: 8 Steps to Turn Social   segments  (e.g., contributing content  to create  the
           into Sales,” at powerreviews.com/assets/new/ebooks/pow-  Wikipedia).
           erreviews_essential_social_playbook.pdf.               3.  Crowd voting. Here, people are giving their opin-
                                                                   ions and ratings on ideas, products, or services, as
                                                                   well as evaluating and filtering information pre-
             SECTION 8.6  REVIEW QUESTIONS                         sented to them. An example would be voting on
                                                                   American Idol.
             1.  Describe online games.                           4.  Crowd support and funding. Here, people are con-
             2.  Describe games in social networks.                tributing and supporting endeavors for social causes,
             3.  Discuss the business aspects of social games.     which might include volunteering their effort and
             4.  What is gamification? Relate it to social commerce.  time, offering donations, and micro-financing.


           8.7      CROWDSOURCING                               Chaordix Corp. (chaordix.com) classifies crowdsourcing
                  AND CROWDFUNDING                            into the following three models:


           The essentials of crowdsourcing were described in Chapter 2.   1.  Secretive. Individuals  submit  ideas,  and  the  winner  is
           Listed there, as a major capability, was the facilitation of problem-   selected by the company. Ideas are not visible to all
           solving.                                             participants.
                                                                2.  Collaborative. Individuals submit ideas, the crowd eval-
                                                                uates the ideas, and the crowd picks the winners. Ideas are
             Crowdsourcing as a Distributed Problem-            visible to all participants.
           Solving Enabler                                      3.  Panel selects. Individuals submit ideas, the crowd
                                                                evolves ideas, a panel selects finalists, and the crowd
           Crowdsourcing actually describes a set of tools, concepts,   votes for the winner.
           and methodologies that deal with the process of outsourcing
           work, including problem-solving and idea generation to a   A crowdsortium is a community of industry practitioners
           community of potential solvers known as the “crowd.”  whose mission is to advance the crowdsourcing industry
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