| Sumario: | The article discusses design principles for "games with a purpose (GWAP)." As a side effect of playing a GWAP, participants accomplish tasks that computers themselves cannot. An example would be the ESP Game from Google, in which players attach labels to images. Noting the appeal of GWAP as ever-increasing numbers gain Internet access, the authors discuss how problems not easily solved by machines can be addressed by GWAP. Output-agreement games, input-agreement games, and inversion-problem games are all discussed, as well as ways of making the games more enjoyable for users.
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