Abstract:
Crowdsourcing is used by various businesses today to have tasks completed by an online community. Within this domain, knowledge crowdsourcing platforms like Quora.com let users ask and answer questions to determine the optimal solution. Game elements are frequently incorporated to increase user engagement. The literature on how gamified systems motivate users is vast, but we need qualitative research that accounts for each platform's context. This study investigates user contributions, gamification affordances and monetary incentives, as well as their relationship with user contributions. Qualitative multiple case studies are done on Stack Overflow, Reddit, and Quora, with data triangulated from peer-reviewed articles, semi-structured interviews, and direct observations. Data is analyzed using deductive thematic analysis. Comparing and contrasting these situations, the author may draw strong cross-case inferences. The research findings suggest that the primary game elements are points, badges, and leaderboards. Previous studies disregarded each elements mechanics, which may distinguish their impact. User contributions are driven by intrinsic motivation for learning and extrinsic motivations. Incentives vary by platform where Stack Overflow is more career focused and Redditors enjoy it as a hobby. Over time, users become extrinsically motivated to help and share. They act autonomously and are motivated by integrated regulation. Game elements assist users reinforce intrinsic and internalize extrinsic motivation to contribute. Relevance to platform usage determines their effect with badges being more influential on Reddit than points on Stack Overflow. This study gave developers guidance. However, Quora and monetary incentives studies may be inconclusive due to constraints
Thammasat University. Thammasat University Library