“Are Crowdsourcing Platforms Reliable for Video Game-related Research?” A Case Study on Amazon Mechanical Turk

dc.contributor.authorEisele, Linus
dc.contributor.authorApruzzese, Giovanni
dc.contributor.departmentDepartment of Computer Science
dc.date.accessioned2026-09-24T13:23:01Z
dc.date.available2026-09-24T13:23:01Z
dc.date.issued2024-10-14
dc.descriptionPublisher Copyright: © 2024 Copyright held by the owner/author(s). Publication rights licensed to ACM.en
dc.description.abstractVideo games are becoming increasingly popular in research, and abundant prior work has investigated this domain by means of user studies. However, carrying out user studies whose population encompasses a large and diverse set of participants is challenging. Crowdsourcing platforms, such as Amazon Mechanical Turk (AMT), represent a cost-effective solution to address this problem. Yet, prior efforts scrutinizing the data-quality (unrelated to gaming) collected via AMT raises a concern: is AMT reliable for game studies? In this paper, we are the first to tackle this question. We carry out three user studies (n=302) through which we evaluate the overall validity of the responses—pertaining to 14 popular video games—we received via AMT. We adopt strict verification mechanisms, which are trivial to “bypass” by real gamers, but costly for non-gamers. We found that the percentage of valid responses ranges from 5% (for WoW) to 28% (for PUBG). We hence advocate future research to carefully scrutinize the validity of responses collected via AMT.en
dc.description.versionPeer revieweden
dc.format.extent8
dc.format.extent737832
dc.format.extent56-63
dc.format.extent
dc.identifier.citationEisele, L & Apruzzese, G 2024, “Are Crowdsourcing Platforms Reliable for Video Game-related Research?” A Case Study on Amazon Mechanical Turk. in CHI-PLAY Companion 2024 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play. CHI-PLAY Companion 2024 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Association for Computing Machinery, Inc, pp. 56-63, 11th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI-PLAY Companion 2024, Tampere, Finland, 14/10/24. https://doi.org/10.1145/3665463.3678817en
dc.identifier.citationconferenceen
dc.identifier.doi10.1145/3665463.3678817
dc.identifier.isbn9798400706929
dc.identifier.other250863214
dc.identifier.otherfff1821b-db0f-4246-9731-16505ea485ee
dc.identifier.other85211573099
dc.identifier.urihttps://hdl.handle.net/20.500.11815/8344
dc.language.isoen
dc.publisherAssociation for Computing Machinery, Inc
dc.relation.ispartofseriesCHI-PLAY Companion 2024 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play; ()en
dc.relation.ispartofseriesCHI-PLAY Companion 2024 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play; ()en
dc.relation.urlhttps://www.scopus.com/pages/publications/85211573099en
dc.rightsinfo:eu-repo/semantics/openAccessen
dc.subjectcrowdsourcingen
dc.subjectgame studiesen
dc.subjectleague of legendsen
dc.subjectmechanical turken
dc.subjectmturken
dc.subjectworld of warcraften
dc.subjectHuman-Computer Interactionen
dc.title“Are Crowdsourcing Platforms Reliable for Video Game-related Research?” A Case Study on Amazon Mechanical Turken
dc.type/dk/atira/pure/researchoutput/researchoutputtypes/contributiontobookanthology/conferenceen

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