Gamified Engagement for Data Crowdsourcing and AI Literacy: An Investigation in Affective Communication Through Speech Emotion Recognition
This research investigates the utilization of entertainment approaches, such as serious games and gamification technologies, to address various challenges and implement targeted tasks. Specifically, it details the design and development of an innovative gamified application named “J-Plus”, aimed at...
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| Format: | Article |
| Language: | English |
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MDPI AG
2025-02-01
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| Online Access: | https://www.mdpi.com/2075-4698/15/3/54 |
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| author | Eleni Siamtanidou Lazaros Vrysis Nikolaos Vryzas Charalampos A. Dimoulas |
| author_facet | Eleni Siamtanidou Lazaros Vrysis Nikolaos Vryzas Charalampos A. Dimoulas |
| author_sort | Eleni Siamtanidou |
| collection | DOAJ |
| description | This research investigates the utilization of entertainment approaches, such as serious games and gamification technologies, to address various challenges and implement targeted tasks. Specifically, it details the design and development of an innovative gamified application named “J-Plus”, aimed at both professionals and non-professionals in journalism. This application facilitates the enjoyable, efficient, and high-quality collection of emotionally tagged speech samples, enhancing the performance and robustness of speech emotion recognition (SER) systems. Additionally, these approaches offer significant educational benefits, providing users with knowledge about emotional speech and artificial intelligence (AI) mechanisms while promoting digital skills. This project was evaluated by 48 participants, with 44 engaging in quantitative assessments and 4 forming an expert group for qualitative methodologies. This evaluation validated the research questions and hypotheses, demonstrating the application’s diverse benefits. Key findings indicate that gamified features can effectively support learning and attract users, with approximately 70% of participants agreeing that serious games and gamification could enhance their motivation to practice and improve their emotional speech. Additionally, 50% of participants identified social interaction features, such as collaboration, as most beneficial for fostering motivation and commitment. The integration of these elements supports reliable and extensive data collection and the advancement of AI algorithms while concurrently developing various skills, such as emotional speech articulation and digital literacy. This paper advocates for the creation of collaborative environments and digital communities through crowdsourcing, balancing technological innovation in the SER sector. |
| format | Article |
| id | doaj-art-e7a122b4e6fd4cbe95b7cbea51e76a33 |
| institution | OA Journals |
| issn | 2075-4698 |
| language | English |
| publishDate | 2025-02-01 |
| publisher | MDPI AG |
| record_format | Article |
| series | Societies |
| spelling | doaj-art-e7a122b4e6fd4cbe95b7cbea51e76a332025-08-20T01:48:46ZengMDPI AGSocieties2075-46982025-02-011535410.3390/soc15030054Gamified Engagement for Data Crowdsourcing and AI Literacy: An Investigation in Affective Communication Through Speech Emotion RecognitionEleni Siamtanidou0Lazaros Vrysis1Nikolaos Vryzas2Charalampos A. Dimoulas3Multidisciplinary Media and Mediated Communication (M3C) Research Group, School of Journalism and Mass Communications, Aristotle University, 54124 Thessaloniki, GreeceMultidisciplinary Media and Mediated Communication (M3C) Research Group, School of Journalism and Mass Communications, Aristotle University, 54124 Thessaloniki, GreeceMultidisciplinary Media and Mediated Communication (M3C) Research Group, School of Journalism and Mass Communications, Aristotle University, 54124 Thessaloniki, GreeceMultidisciplinary Media and Mediated Communication (M3C) Research Group, School of Journalism and Mass Communications, Aristotle University, 54124 Thessaloniki, GreeceThis research investigates the utilization of entertainment approaches, such as serious games and gamification technologies, to address various challenges and implement targeted tasks. Specifically, it details the design and development of an innovative gamified application named “J-Plus”, aimed at both professionals and non-professionals in journalism. This application facilitates the enjoyable, efficient, and high-quality collection of emotionally tagged speech samples, enhancing the performance and robustness of speech emotion recognition (SER) systems. Additionally, these approaches offer significant educational benefits, providing users with knowledge about emotional speech and artificial intelligence (AI) mechanisms while promoting digital skills. This project was evaluated by 48 participants, with 44 engaging in quantitative assessments and 4 forming an expert group for qualitative methodologies. This evaluation validated the research questions and hypotheses, demonstrating the application’s diverse benefits. Key findings indicate that gamified features can effectively support learning and attract users, with approximately 70% of participants agreeing that serious games and gamification could enhance their motivation to practice and improve their emotional speech. Additionally, 50% of participants identified social interaction features, such as collaboration, as most beneficial for fostering motivation and commitment. The integration of these elements supports reliable and extensive data collection and the advancement of AI algorithms while concurrently developing various skills, such as emotional speech articulation and digital literacy. This paper advocates for the creation of collaborative environments and digital communities through crowdsourcing, balancing technological innovation in the SER sector.https://www.mdpi.com/2075-4698/15/3/54speech emotion recognition systemsgamification technologiesgamified applicationsserious gamescrowdsourcingdigital communities |
| spellingShingle | Eleni Siamtanidou Lazaros Vrysis Nikolaos Vryzas Charalampos A. Dimoulas Gamified Engagement for Data Crowdsourcing and AI Literacy: An Investigation in Affective Communication Through Speech Emotion Recognition Societies speech emotion recognition systems gamification technologies gamified applications serious games crowdsourcing digital communities |
| title | Gamified Engagement for Data Crowdsourcing and AI Literacy: An Investigation in Affective Communication Through Speech Emotion Recognition |
| title_full | Gamified Engagement for Data Crowdsourcing and AI Literacy: An Investigation in Affective Communication Through Speech Emotion Recognition |
| title_fullStr | Gamified Engagement for Data Crowdsourcing and AI Literacy: An Investigation in Affective Communication Through Speech Emotion Recognition |
| title_full_unstemmed | Gamified Engagement for Data Crowdsourcing and AI Literacy: An Investigation in Affective Communication Through Speech Emotion Recognition |
| title_short | Gamified Engagement for Data Crowdsourcing and AI Literacy: An Investigation in Affective Communication Through Speech Emotion Recognition |
| title_sort | gamified engagement for data crowdsourcing and ai literacy an investigation in affective communication through speech emotion recognition |
| topic | speech emotion recognition systems gamification technologies gamified applications serious games crowdsourcing digital communities |
| url | https://www.mdpi.com/2075-4698/15/3/54 |
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