Competing or aiming to be average?: normification as a means of engaging digital volunteers
Open accessAbstract
Engagement, motivation and active contribution by digital volunteers are key requirements for crowdsourcing and citizen science projects. Many systems use competitive elements, for example point scoring and leaderboards, to achieve these ends. However, while competition may motivate some people, it can have a neutral or demotivating effect on others. In this paper we explore theories of personal and social norms and investigate normification as an alternative approach to engagement, to be used alongside or instead of competitive strategies. We provide a systematic review of existing crowdsourcing and citizen science literature and categorise the ways that theories of norms have been incorporated to date. We then present qualitative interview data from a pro-environmental crowdsourcing study, Close the Door, which reveals normalising attitudes in certain participants. We assess how this links with competitive behaviour and participant performance. Based on our findings and analysis of norm theories, we consider the implications for designers wishing to use normification as an engagement strategy in crowdsourcing and citizen science systems.
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Despite concerns that some commonly used game mechanics might reduce participant motivation, we saw no evidence that this was the case.
“Furthermore, despite concerns that some commonly used game mechanics might reduce participant motivation [72] (such as by having a visibly low score [73]), we saw no evidence that this was the case.”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [73]
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“Moreover, they found that injunctive social norms, which invoke the need for social approval, are likely to lead to beneficial social conduct across the greatest number of situations and populations (Preist et al., 2014).”
BackgroundCompetence, collaboration, and time management
Zanatta, A. L., Machado, L. S., & Steinmacher, I. (2018) · doi:10.1145/3195863.3195869 · Cited by 13 · see citing works
“Additionally, Preist et al. [36] suggest that the payment based on competition “works well” for qualified workers.”
BackgroundDoGood: examining gamification, civic engagement, and collective intelligence
Rehm, S., Foth, M., & Mitchell, P. R. (2017) · AI & Society · doi:10.1007/s00146-017-0711-x · Cited by 13 · see citing works
Exploring the invisible college of citizen science: questions, methods and contributions
Hajibayova, L., Coladangelo, L. P., & Soyka, H. A. (2021) · Scientometrics · doi:10.1007/s11192-021-04050-6 · Cited by 12 · see citing works
Self-evaluation of knowledge sharing through the lens of social comparison theory
Heo, M., Toomey, N., & Song, J. S. (2019) · VINE Journal of Information and Knowledge Management Systems · doi:10.1108/vjikms-04-2019-0056 · Cited by 11 · see citing works
Berglund, A., Klompstra, L. V., Orädd, H., Fallström, J., Strömberg, A., Jaarsma, T., & Berglund, E. (2024) · JMIR Serious Games · doi:10.2196/50066 · Cited by 10 · see citing works
“Since low-performing players can be demotivated by a leaderboard when they fall behind and feel that they cannot catch up with others [79], our leaderboard is designed so that players have the same opportunity to be included in it every day, regardless of their performance in the days prior to the…”
GamiDOC: The Importance of Designing Gamification in a Proper Way
Bassanelli, S., Bucchiarone, A., & Gini, F. (2024) · IEEE Transactions on Games · doi:10.1109/tg.2024.3364061 · Cited by 9 · see citing works
Relative Feedback Increases Disparities in Effort and Performance in Crowdsourcing Contests
Tsvetkova, M., Müller, S., Vuculescu, O., Ham, H., & Sergeev, R. A. (2022) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3555649 · Cited by 8 · see citing works
Current Developments in Big Data and Sustainability Sciences in Mobile Citizen Science Applications
Panchariya, N. S., DeStefano, A. J., Nimbagal, V., Ragupathy, R., Yavuz, S., Herbert, K. G., Hill, E., & Fails, J. A. (2015) · IEEE International Conference on Big Data Computing Service and Applications (BigDataService) · doi:10.1109/bigdataservice.2015.64 · Cited by 8 · see citing works
“community as a method of eliciting participation [24].”
BackgroundMethodHumayun, H., Malik, M. N., & Ghazali, M. (2024) · International Journal of Crowd Science · doi:10.26599/ijcs.2023.9100010 · Cited by 6 · see citing works
IS LEARNING ENGLISH BORING WITH GAMIFICATION?
Armanda, M. L., & Indriani, L. (2022) · ELTR Journal · doi:10.37147/eltr.v6i1.129 · Cited by 6 · see citing works
“Besides, in the leaderboard element, users would view the leaderboard differently, resulting in different, and even potentially adverse, behavioural outcomes (Preist et al., 2014).”
BackgroundHow Do One's Peers on a Leaderboard Affect Oneself?
Leung, W. (2019) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3290605.3300397 · Cited by 6 · see citing works
“[30] interviewed 18 participants who had taken part in a study testing how gamification and financial incentives affected their use of an app designed to encourage shopkeepers to close their doors to save energy during the cold British winter.”
BackgroundRönneberg, M., & Kettunen, P. (2023) · International Journal of Digital Earth · doi:10.1080/17538947.2023.2279673 · Cited by 5 · see citing works
“However, adding more complex a ff ordances can negatively a ff ect barrier of entry and even demotivate citizens to contribute (Preist, Massung, and Coyle 2014).”
BackgroundGraphical Notification to Maintain Good Posture during Visual Display Terminal Work
Murata, K., & Shibuya, Y. (2016) · IFAC-PapersOnLine · doi:10.1016/j.ifacol.2016.10.551 · Cited by 5 · see citing works
Is there a European strand of sustainable HCI?
Pargman, D. S., Eriksson, E., Katzeff, C., Preist, C., Håkansson, M., & Knowles, B. (2014) · Nordic Conference on Human-Computer Interaction · doi:10.1145/2639189.2654833 · Cited by 4 · see citing works
“• Chris Preist has published on the role of ICT in supporting environmental community groups, and community engagement with sustainability challenges [13, 16].”
BackgroundSelf-citationSocial norms influence student journalists' perception of wearable technologies
Ware, J. (2014) · ACM International Conference on Design of Communication (SIGDOC) · doi:10.1145/2666216.2666238 · Cited by 4 · see citing works
“Technology use motivating factors were explored through a series of survey questions related to technological proficiency, prior technology use, social norms [4, 5, 9] and a series of open-ended Permission to make digital or hard copies of all or part of this work for”
BackgroundSchiavo, G., Leonardi, C., Pasolli, M., Sarti, S., & Zancanaro, M. (2017) · International Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI) · doi:10.1145/3098279.3098551 · Cited by 4 · see citing works
“They investigate the impact of different strategies [32] and motivational factors [22] and report that some “pointsification” and “normification” mechanisms can increase performance and engagement.”
BackgroundCharismatic Data and Material Traces: Monitoring Bird-Building Collisions through Citizen Science
Boone, A., DiSalvo, C. F., & Dantec, C. A. L. (2025) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3757402 · Cited by 3 · see citing works
'Welcome' Changes? Descriptive and Injunctive Norms in a Wikipedia Sub-CommunityPreprint
Morgan, J. T., & Filippova, A. (2018) · doi:10.31235/osf.io/yr6a3 · Cited by 3 · see citing works
Towards A New Form of Volunteering 2.0: A Survey at Apsopad International
Iraqi, A. (2025) · Journal of Lifestyle and SDGs Review · doi:10.47172/2965-730x.sdgsreview.v5.n01.pe02548 · Cited by 2 · see citing works
“This is consistent with the literature that calls for flexible models of volunteering that cater to individuals' changing circumstances and preferences (Preist et al ., 2014).”
Loh, W. (2018) · J.B. Metzler eBooks · doi:10.1007/978-3-476-04569-0_9 · Cited by 2 · see citing works
A systematic review of the current theory base in the crowdsourcing literature
Amrollahi, A., Ghapanchi, A. H., & Talaei‐Khoei, A. (2014) · Victoria University Research Repository (Victoria University) · Cited by 2 · see citing works
Mulchandani, D. (2021) · DalSpace (Dalhousie University) · Cited by 2 · see citing works
The Crowdrouter Framework: Addressing Issues of Software Design in Support of Crowdwork
Barrenechea, M. (2016) · CU Scholar (University of Colorado Boulder) · Cited by 2 · see citing works
Would You Like to Share? The Influence of Gamification in the Virtual Learning Community
Yang, Y., Yu, A., Li, J., Shafi, M., & Zhong, L. (2024) · Journal of the Knowledge Economy · doi:10.1007/s13132-024-02243-x · Cited by 1 · see citing works
“In the research on gamification, we have noted that gamification mainly builds its own environment through different elements, such as reward badges (Preist et al., 2014), role play (Choi et al., 2014), and competitive rankings (Hanus & Fox, 2015), to bring users a pleasant experience (Pitura &…”
Position Paper: Collaborative Gamification Design for Scientific Software
Queiroz, F., & Spitz, R. (2016) · White Rose Research Online (University of Leeds, The University of Sheffield, University of York)
Data preparation in crowdsourcing for pedagogical purposes
Kuhn, T. Z., Holdt, Š. A., Kosem, I., Tiberius, C., Koppel, K., & Zviel-Girshin, R. (2022) · Slovenščina 2.0: empirical, applied and interdisciplinary research · doi:10.4312/slo2.0.2022.2.62-100
Santos, D., Cardoso, E., & Machado, I. (2023) · Informatics · doi:10.3390/informatics10020036
عمار, ح. م. ا. ص. (2023) · Al-Mağallah Al-Dawliyyaẗ Lil Taʿlim Al-Iliktirūnī · doi:10.21608/ijel.2023.300573
Berglund, E., Klompstra, L. V., Orädd, H., Fallström, J., Strömberg, A., Jaarsma, T., & Berglund, A. (2023) · doi:10.2196/preprints.50066
The Effects of Human Computer Interface on Users
Ngusha, N. C. (2024) · International Conference on Science, Engineering and Business for Driving Sustainable Development Goals (SEB4SDG) · doi:10.1109/seb4sdg60871.2024.10630382
- Authors
- Preist, C., Massung, E., & Coyle, D.
- Affiliations
- University of Bristol (GB)
- Venue
- Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
- Publisher
- ACM
- Published
- 2014-02-15
- Pages
- 1222-1233
- OpenAlex
- W1998235746
- Cited by
- 65
- References
- 57
- Citations by year
- 2025: 2 · 2024: 5 · 2023: 5 · 2022: 4 · 2021: 5 · 2020: 3 · 2019: 5 · 2018: 10 · 2017: 9 · 2016: 11 · 2015: 3 · 2014: 3
- FWCI
- 5.50
- Type
- conference paper
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- ACM Conference on Computer Supported Cooperative Work (CSCW) (publishedVersion)
- Explore Bristol Research (submittedVersion, other-oa)
- Bristol Research (University of Bristol) (submittedVersion, other-oa)
- Funders
- University of Bristol
- Engineering and Physical Sciences Research Council (EP/K012509/1)
- Topics
- Physical Sciences › Computer Science › Computer Science Applications › Mobile Crowdsensing and Crowdsourcing
- Physical Sciences › Computer Science › Computer Science Applications › Open Source Software Innovations
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Keywords
- personal norms, social norms, crowdsourcing, citizen science, competition, leaderboards, point scoring, participant engagement, volunteer motivation, participant performance
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