He argues that games constitute a general mechanism for using brainpower to solve open computational problems.
In this technique, human brains are compared to processors in a distributed system, each performing a small task of a massive computation.
These tasks include labeling images, transcribing ancient texts, common sense or human experience based activities, and more.
[2] In applications such as these, games with a purpose have lowered the cost of annotating data and increased the level of human participation.
Location information is necessary for training and testing computer vision algorithms, so the data collected by the ESP Game is not sufficient.
Locating the biologically relevant native conformation of a protein is a difficult computational challenge given the very large size of the search space.
By gamification and implementation of user friendly versions of algorithms, players are able to perform this complex task without much knowledge of biology.
[10] The Apetopia game, which was launched by University of Berlin, is designed to help scientists understand perceived color differences.
[15][16] As of September 2013, Artigo had over 30,000 (pictures of) artworks mostly of Europe and of the "long 19th century", from the Promotheus Image Archive,[17] the Rijksmuseum, Amsterdam, the Netherlands, the Staatliche Kunsthalle Karlsruhe, Karlsruhe, Germany, the University Museum of Contemporary Art, campus of the University of Massachusetts Amherst, USA.
The first example was the ESP game, an effort in human computation originally conceived by Luis von Ahn of Carnegie Mellon University, which labels images.
The game records the results of matches as image labels and the players enjoy the encounter because of the competitive and timed nature of it.
PeekaBoom is a web-based game that helps computers locate objects in images by using human gameplay to collect valuable metadata.
The widely varied solutions from players, often non-biologists, are evaluated to improve computer models predicting RNA folding.
A 2010 paper in science journal Nature credited Foldit's 57,000 players with providing useful results that matched or outperformed algorithmically computed solutions.
This game challenges players to use their human intuition of 3-dimensional space to help with protein folding algorithms.
Instead of simply performing tasks that computers cannot do, this GWAP is asking humans to help make current machine algorithms better.
The collected data is used to study what features in scatter plots skew human perception of the true correlation.
Nanocrafter is a game about assembling pieces of DNA into structures with functional properties, such as logic circuits, to solve problems.
[28] It was developed by academics Jon Chamberlain, Massimo Poesio and Udo Kruschwitz at the University of Essex.
Play to Cure: Genes in Space is a mobile game that uses the collective force of players to analyse real genetic data to help with cancer research.
Players' solutions on various levels are used to program and fine tune a real quantum computer at Aarhus University.
Reverse The Odds is a mobile based game which helps researchers learn about analyzing cancers.
Players are rewarded for submitting knowledge rules that help the robot answer a question and match the contribution of their fellow teachers.
[33] Sea Hero Quest is an iOS and Android based game that helps advancing the research in the field of dementia.
The game collects natural language data for training linguistic and robotic processing systems.
[37] The Wikidata Game represents a gamification approach to let users help resolve questions regarding persons, images etc.
[38][39] ZombiLingo is a French game where players are asked to find the right head (a word or expression) to gain brains and become a more and more degraded zombie.
Thus, one way to lessen the cost is to create a game with a purpose with the intention of labeling audio data.
[43] TagATune is an audio based online game that has human players tag and label descriptions of sounds and music.
The path data collected via the game sheds light on the ways in which people reason about encyclopedic knowledge and how they interact with complex networks.