{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,13]],"date-time":"2026-03-13T02:25:12Z","timestamp":1773368712444,"version":"3.50.1"},"publisher-location":"New York, NY, USA","reference-count":32,"publisher":"ACM","license":[{"start":{"date-parts":[[2021,8,3]],"date-time":"2021-08-03T00:00:00Z","timestamp":1627948800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"funder":[{"DOI":"10.13039\/100000001","name":"National Science Foundation","doi-asserted-by":"publisher","award":["1652537"],"award-info":[{"award-number":["1652537"]}],"id":[{"id":"10.13039\/100000001","id-type":"DOI","asserted-by":"publisher"}]}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2021,8,3]]},"DOI":"10.1145\/3472538.3472626","type":"proceedings-article","created":{"date-parts":[[2021,10,21]],"date-time":"2021-10-21T22:48:54Z","timestamp":1634856534000},"page":"1-7","source":"Crossref","is-referenced-by-count":1,"title":["Applying Rapid Crowdsourced Playtesting to a Human Computation Game"],"prefix":"10.1145","author":[{"given":"Pratheep Kumar","family":"Paranthaman","sequence":"first","affiliation":[{"name":"Elon University, United States"}]},{"given":"Anurag","family":"Sarkar","sequence":"additional","affiliation":[{"name":"Northeastern University, United States"}]},{"given":"Seth","family":"Cooper","sequence":"additional","affiliation":[{"name":"Northeastern University, United States"}]}],"member":"320","published-online":{"date-parts":[[2021,10,21]]},"reference":[{"key":"e_1_3_2_1_1_1","doi-asserted-by":"publisher","DOI":"10.1109\/TVCG.2012.234"},{"key":"e_1_3_2_1_2_1","unstructured":"Amazon Mechanical Turk. 2019. MTurk homepage. https:\/\/www.mturk.com\/. Amazon Mechanical Turk. 2019. MTurk homepage. https:\/\/www.mturk.com\/."},{"key":"e_1_3_2_1_3_1","unstructured":"Azure Playfab. 2019. Azure Playfab homepage. https:\/\/playfab.com\/. Azure Playfab. 2019. Azure Playfab homepage. https:\/\/playfab.com\/."},{"key":"e_1_3_2_1_4_1","volume-title":"GDC Games User Research Summit","author":"Birk Max","year":"2016","unstructured":"Max Birk and Regan Mandryk . 2016. Crowdsourcing Player Experience Evaluation . In GDC Games User Research Summit 2016 . San Francisco, CA , USA. Max Birk and Regan Mandryk. 2016. Crowdsourcing Player Experience Evaluation. In GDC Games User Research Summit 2016. San Francisco, CA, USA."},{"key":"e_1_3_2_1_5_1","volume-title":"2019 IEEE 7th International Conference on Serious Games and Applications for Health. 1\u20137.","author":"Clark C.","unstructured":"C. Clark , M. Ouellette , and K. Csaky . 2019. Training Players to Analyze Age-Related Macular Degeneration Optical Coherence Tomography Scans using a Human Computation Game . In 2019 IEEE 7th International Conference on Serious Games and Applications for Health. 1\u20137. C. Clark, M. Ouellette, and K. Csaky. 2019. Training Players to Analyze Age-Related Macular Degeneration Optical Coherence Tomography Scans using a Human Computation Game. In 2019 IEEE 7th International Conference on Serious Games and Applications for Health. 1\u20137."},{"key":"e_1_3_2_1_6_1","doi-asserted-by":"publisher","DOI":"10.1145\/2159365.2159367"},{"key":"e_1_3_2_1_7_1","doi-asserted-by":"publisher","DOI":"10.1145\/1822348.1822354"},{"key":"e_1_3_2_1_8_1","doi-asserted-by":"publisher","DOI":"10.1145\/3102071.3102089"},{"key":"e_1_3_2_1_9_1","doi-asserted-by":"publisher","DOI":"10.1145\/2793107.2810284"},{"key":"e_1_3_2_1_10_1","unstructured":"Tracy Fullerton. 2008. Game design workshop: a playcentric approach to creating innovative games. Morgan Kaufmann. Tracy Fullerton. 2008. Game design workshop: a playcentric approach to creating innovative games. Morgan Kaufmann."},{"key":"e_1_3_2_1_11_1","unstructured":"GameAnalytics. 2019. GameAnalytics homepage. https:\/\/gameanalytics.com\/. GameAnalytics. 2019. GameAnalytics homepage. https:\/\/gameanalytics.com\/."},{"key":"e_1_3_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.knosys.2018.04.030"},{"key":"e_1_3_2_1_13_1","volume-title":"Human-like Playtesting with Deep Learning. In IEEE Conference on Computational Intelligence in Games.","author":"Gudmundsson Stefan\u00a0Freyr","year":"2018","unstructured":"Stefan\u00a0Freyr Gudmundsson , Philipp Eisen , Erik Poromaa , Alex Nodet , Sami Purmonen , Bartlomiej Kozakowski , Richard Meurling , and Lele Cao . 2018 . Human-like Playtesting with Deep Learning. In IEEE Conference on Computational Intelligence in Games. Stefan\u00a0Freyr Gudmundsson, Philipp Eisen, Erik Poromaa, Alex Nodet, Sami Purmonen, Bartlomiej Kozakowski, Richard Meurling, and Lele Cao. 2018. Human-like Playtesting with Deep Learning. In IEEE Conference on Computational Intelligence in Games."},{"key":"e_1_3_2_1_14_1","doi-asserted-by":"crossref","unstructured":"Ido Guy Anat Hashavit and Yaniv Corem. 2015. Games for Crowds: A Crowdsourcing Game Platform for the Enterprise. In Games for Crowds: A Crowdsourcing Game Platform for the Enterprise. Ido Guy Anat Hashavit and Yaniv Corem. 2015. Games for Crowds: A Crowdsourcing Game Platform for the Enterprise. In Games for Crowds: A Crowdsourcing Game Platform for the Enterprise.","DOI":"10.1145\/2675133.2675189"},{"key":"e_1_3_2_1_15_1","volume-title":"IEEE Conference on Computational Intelligence in Games.","author":"Holmgard Christoffer","year":"2018","unstructured":"Christoffer Holmgard , Michael\u00a0Cerny Green , Antonios Liapis , and Julian Togelius . 2018 . Automated Playtesting with Procedural Personas wit Evolved Heuristics . In IEEE Conference on Computational Intelligence in Games. Christoffer Holmgard, Michael\u00a0Cerny Green, Antonios Liapis, and Julian Togelius. 2018. Automated Playtesting with Procedural Personas wit Evolved Heuristics. In IEEE Conference on Computational Intelligence in Games."},{"key":"e_1_3_2_1_16_1","doi-asserted-by":"crossref","unstructured":"Britton Horn Josh\u00a0Aaron Miller Gillian Smith and Seth Cooper. 2018. A Monte Carlo Approach to Skill-based Automated Playtesting. In AIIDE. Britton Horn Josh\u00a0Aaron Miller Gillian Smith and Seth Cooper. 2018. A Monte Carlo Approach to Skill-based Automated Playtesting. In AIIDE.","DOI":"10.1609\/aiide.v14i1.13036"},{"key":"e_1_3_2_1_17_1","doi-asserted-by":"publisher","DOI":"10.1073\/pnas.1115898108"},{"key":"e_1_3_2_1_18_1","doi-asserted-by":"publisher","DOI":"10.1038\/nature13240"},{"key":"e_1_3_2_1_19_1","volume-title":"Proceedings of the 9th International Conference on the Foundations of Digital Games.","author":"Logas Heather","year":"2014","unstructured":"Heather Logas , Jim Whitehead , Michael Mateas , Richard Vallejos , Lauren Scott , Dan Shapiro , John Murray , Kate Compton , Joseph Osborn , Orlando Salvatore , Zhongpeng Lin , Huascar Sanchez , Michael Shavlovsky , Daniel Cetina , Shayne Clementi , and Chris Lewis . 2014 . Software verification games: designing Xylem, The Code of Plants . In Proceedings of the 9th International Conference on the Foundations of Digital Games. Heather Logas, Jim Whitehead, Michael Mateas, Richard Vallejos, Lauren Scott, Dan Shapiro, John Murray, Kate Compton, Joseph Osborn, Orlando Salvatore, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Daniel Cetina, Shayne Clementi, and Chris Lewis. 2014. Software verification games: designing Xylem, The Code of Plants. In Proceedings of the 9th International Conference on the Foundations of Digital Games."},{"key":"e_1_3_2_1_20_1","doi-asserted-by":"crossref","unstructured":"Pejman Mirza-Babaei Gunter Wallner Graham McAllister and Lennart\u00a0E. Nacke. 2014. Unified Visualization of Quantiative and Qualitative Playtesting Data. In CHI\u201914 Extended Abstracts on Human Factors in Computing Systems. Pejman Mirza-Babaei Gunter Wallner Graham McAllister and Lennart\u00a0E. Nacke. 2014. Unified Visualization of Quantiative and Qualitative Playtesting Data. In CHI\u201914 Extended Abstracts on Human Factors in Computing Systems.","DOI":"10.1145\/2559206.2581224"},{"key":"e_1_3_2_1_21_1","doi-asserted-by":"publisher","DOI":"10.1145\/2494603.2480303"},{"key":"e_1_3_2_1_22_1","doi-asserted-by":"publisher","DOI":"10.1145\/3311350.3347163"},{"key":"e_1_3_2_1_23_1","unstructured":"PlaytestCloud. 2019. PlaytestCloud homepage. https:\/\/www.playtestcloud.com\/. PlaytestCloud. 2019. PlaytestCloud homepage. https:\/\/www.playtestcloud.com\/."},{"key":"e_1_3_2_1_24_1","doi-asserted-by":"publisher","DOI":"10.1145\/3341215.3356310"},{"key":"e_1_3_2_1_25_1","doi-asserted-by":"publisher","DOI":"10.1145\/3102071.3102077"},{"key":"e_1_3_2_1_26_1","doi-asserted-by":"publisher","DOI":"10.1145\/2967934.2968083"},{"key":"e_1_3_2_1_27_1","doi-asserted-by":"crossref","unstructured":"Chek\u00a0Tien Tan Hemanta Sapkota and Daniel Rosser. 2014. BeFaced: a casual game to crowdsource facial expressions in the wild. In CHI \u201914 Extended Abstracts on Human Factors in Computing Systems. 491\u2013494. Chek\u00a0Tien Tan Hemanta Sapkota and Daniel Rosser. 2014. BeFaced: a casual game to crowdsource facial expressions in the wild. In CHI \u201914 Extended Abstracts on Human Factors in Computing Systems. 491\u2013494.","DOI":"10.1145\/2559206.2574773"},{"key":"e_1_3_2_1_28_1","unstructured":"The UX Crowd. 2020. The UX Crowd homepage. https:\/\/www.trymyui.com\/site\/the-ux-crowd. The UX Crowd. 2020. The UX Crowd homepage. https:\/\/www.trymyui.com\/site\/the-ux-crowd."},{"key":"e_1_3_2_1_29_1","unstructured":"Unity Analytics. 2020. Unity Analytics homepage. https:\/\/docs.unity3d.com\/Manual\/UnityAnalytics.html. Unity Analytics. 2020. Unity Analytics homepage. https:\/\/docs.unity3d.com\/Manual\/UnityAnalytics.html."},{"key":"e_1_3_2_1_30_1","doi-asserted-by":"publisher","DOI":"10.1145\/985692.985733"},{"key":"e_1_3_2_1_31_1","doi-asserted-by":"publisher","DOI":"10.1145\/3290605.3300593"},{"key":"e_1_3_2_1_32_1","unstructured":"Alexander Zook Eric Fruchter and Mark Riedl. 2019. Automatic Playtesting for Game Parameter Tuning via Active Learning. In arXiv preprint arXiv:1908.01417. Alexander Zook Eric Fruchter and Mark Riedl. 2019. Automatic Playtesting for Game Parameter Tuning via Active Learning. In arXiv preprint arXiv:1908.01417."}],"event":{"name":"FDG'21: The 16th International Conference on the Foundations of Digital Games 2021","location":"Montreal QC Canada","acronym":"FDG'21"},"container-title":["The 16th International Conference on the Foundations of Digital Games (FDG) 2021"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3472538.3472626","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3472538.3472626","content-type":"application\/pdf","content-version":"vor","intended-application":"syndication"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3472538.3472626","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T20:17:24Z","timestamp":1750191444000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3472538.3472626"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2021,8,3]]},"references-count":32,"alternative-id":["10.1145\/3472538.3472626","10.1145\/3472538"],"URL":"https:\/\/doi.org\/10.1145\/3472538.3472626","relation":{},"subject":[],"published":{"date-parts":[[2021,8,3]]}}}