Case Study: In-the-Field Accessibility Information Collection Using Gamification

Akihiro Miyata, Kazuki Okugawa, Yusaku Murayama, Akihiro Furuta, Keihiro Ochiai, Yuko Murayama · 2023

In-the-field crowdsourcing enables the physical collection of accessibility information at low cost. Because the effectiveness of this technique is contingent on people with free time and high motivation to visit actual locations, we propose a crowdsourcing platform for constructing accessibility maps that support people with diverse free time availability and motivation levels. This platform utilizes a combination of field auditing and sensing, coupled with the inclusion and exclusion of gamification. In this case study, we present an eight-week experiment to evaluate the impact of game elements on the degree of participation in the context of crowdsourced field auditing and sensing. The experimental results confirm that gamification qualitatively and quantitatively improves the degree of participation in both the crowdsourced field auditing and sensing methods without significant effect on data quality.

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