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Embodiment and Gameplay: Situating the User in Crowdsourced Information Production
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Author(s): Karin Hansson (Stockholm University, Sweden)and Love Ekenberg (International Institute for Applied Systems Analysis, Austria & Stockholm University, Sweden)
Copyright: 2018
Pages: 17
Source title:
Innovative Perspectives on Public Administration in the Digital Age
Source Author(s)/Editor(s): Aroon P. Manoharan (University of Massachusetts – Boston, USA)and James McQuiston (Kent State University, USA)
DOI: 10.4018/978-1-5225-5966-5.ch013
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Abstract
Distributed decision making with several stakeholders has various facets. On one hand, it enables significant opportunities for fast and efficient information provision, in particular when various structuring frameworks are provided. On the other hand, there are several problems regarding the reliability and consistency of the data produced in social media contexts as well as with the frameworks themselves. Online collaborative data production systems where crowd feedbacks are aggregated and mediated are easily affected by group biases. There are also several credibility and verification issues as the representativeness of the participants normally is difficult or impossible to determine. This chapter discusses the handling of user data in tools for crowd sourced data production and suggests a framework for describing the socio-technical setting for the production of data, and thereby the detectability of bias patterns in collaborative information production.
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