EASY: The Guardian's Crowdsource Game

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telegraphduck.jpgIn the early summer of 2009, the Daily Telegraph of London revealed what Gordon Brown called the "biggest parliamentary scandal for two centuries." All England was abuzz over it. It concerned . . . wait for it . . . wait for it . . . a duck house. By that I mean, yes, a house that a duck lives in.
 
Specifically, the Telegraph obtained 2 million pages of leaked documents covering 5 years of claims for expense submitted by members of parliament. Claimed expenses that ultimately came to light ranged from bags of manure, to chocolate Santas, to renovations on boyfriends' apartments--all courtesy of Britain's taxpayers. But the emblematic expense to emerge from the scandal was Sir Peter Viggers's Duck Island, a foot-high, one-room Queen Anne cottage floating in the middle of a pond somewhere on Viggers's property. A cottage purchased to the tune £1,645 that apparently his ducks didn't even like, the ingrates.
 
Not to be outdone by the Telegraph, the rival Guardian newspaper seized on the fact that hundreds of thousands of pages of documents had yet to be reported on. Cut to one week later: Simon Willison and his 15-member team have constructed a quick and dirty crowdsourcing interface built with Django to enlist 25,000 Guardian readers who might give a crap to sift through the documents and identify suspicious spending by unethical public servants
The interface consists of a single PDF page of a (usually multi-page) document presented with a series of buttons allowing the viewer to categorize the page along 2 axes. The first axis is the type of item represented:
  • Claim (ie, expense form)
  • Proof (eg, receipt, invoice)
  • Blank
  • Other
 The second axis is the page's journalistic relevance:
  • Not interesting
  • Interesting
  • Interesting but known
  • Investigate this!
After categorizing, the viewer can then log the line item financial data represented on the document page.
 
Nowhere on the site does the Guardian disclose exactly what process the reader-reviewed documents undergo after they've been dutifully cataloged and rated. The act of rating is presumed to be the end of the reader's concern over questions of process as the documents then recess into the opaque world of journalistic review. (Thanks for your time, love, now just leave it to the professionals.) But we can assume that some review does occur, since the Guardian has published at least 2 follow-up stories summarizing what the readers have dug up.
 
A number of vaguely community-type features accompany the site. The most prolific reviewers are listed both by pages reviewed and line items added. Also, all reviewers' review histories are available. Finally, the MP's themselves are summarized based on which of their documents have been reviewed and which reviewer has reviewed them.
 
As reported by Harvard's Neiman Journalism Lab, the entire endeavor is wrapped in the rhetoric of games. Simon Willison explicitly situates the Guardian interface in the space of gaming, claiming that "making it feel like a game" was part of their strategy for involving readers.
 
Willison identifies 4 features that constitute the interface's game rhetoric:
 
  1. the progress bar on the front page, which creates a sense of a common goal or a collective "score"
  2. An easy categorization scheme
  3. reader contributions ranked by productivity to create a "competitive edge"
  4. a sense of narrative produced by the photos of MPs on each MP's page
If we are to take these claims seriously, then we must consider it on the terms that its creator has explicitly set out for it. That is, if it's "like a game," is it like a good game? Once the entire retinue of game criteria--playability, narrative, visuals--are hauled in, Willison's claims fall apart fast. The Guardian crowdsourcing application is in fact nothing like a game.
 
The "easy" categorization scheme is identified as a primary game component. However, this orientation runs counter to what we generally understand to be compelling about games, namely that they are difficult. In game paradigms, difficulty is experienced as a pleasure, not a hindrance to pleasure. Ease kills playability.
 
The individual reviewer rankings are indeed game-like, and it seems plausible that watching one's ranking rise may in fact have encouraged an additional click or two.
 
Narrative implies a change over time. The inclusion of MP photos are static and do not appear as a result of any user action. The photos represent character, but these are characters without even plot, much less the much grander idea of narrative.
 
Finally, games generally exhibit some quality of fun. That is, they constitute play. There is nothing fun or playful about reviewing redacted invoices submitted by the local MP. Nor, however, is there any danger that the task might be difficult. Worse, the danger is that it's boring--the stake in the heart of any game.
 
Regardless of how well the Guardian application matches up to an academic notion of a game, empirical standards can be brought to bear to gauge its success. By the measure of participation, the application appears to be a partial success. Over 214,000 pages of documents have been reviewed as of this writing, and a few reviewers seem to have made document reviews a second job (eg, eatmypoverty). However, it should be noted that the rate of participation, which started high, has clearly dwindled. With approximately 20 or so pages currently being reviewed per day, it seems improbable that the remaining 244,000 pages will ever be reviewed fully.
 
The application's creators anticipated the "long, fading tail" of participation. This fact is presented as a bedrock belief about the way publics interact with information. This fading effect suggests that the public is motivated by its hot interest in the underlying news story and very little by the attractive quality of interaction with the interface. In short, for most readers, the supposed game-like quality of the application is not enough to sustain participation after the scandal of the news story has worn off. (Compare this to many editorial games, which are compelling apart from any particular hot news story.) A possible area of further research might be to discover computational ways of converting short-term interest into sustained participation.
 
I should note in passing that there are socio-political and journalistic standards we could equally bring to bear here. We might ask, for example, what new information came to light, or what was the effect on the political system? My inquiry, however, is limited to the interface itself and the success of its mechanics, not what the interface produces in terms of political or journalistic content.
 
Willison's use of game rhetoric tells us little in the end about the actual use of games in journalism since the Guardian application fails almost every test of an actual game. However, the stated intention of creating something "like a game" contextualizes the effort in an intriguing way. We might look at Willison's proposed solutions and regress back to deduce how one programmer (at least) framed the problem of news information in the first place:
 
  • a ("fun") game is needed to lure users <== news information is inherently dull
  • the game requires a simple and simplifying solution <== news information is too complex
 Turning either or both of these assumptions on their head might yield some fruitful areas for future enquiries. For example, instead of viewing news information as too complex, designers might begin from a notion of news as always just complex enough. Rather than deny news information's inherent complexity, crowdsource news applications might highlight or even increase the information's complexity. By borrowing from the leveling convention of video games, such an application might offer the reader a chance to "level up," attaining access to ever more complex information or categorization schemes as progressive levels of competency are established.
 
Ironically, there is a sense of the word "game" that I believe stands lurking in the background of the Nieman analysis. That is the idea of a game as that which is trivial. This would account for why the word "easy" would appear in connection to it. But if we take games seriously, and take complexity seriously, we might pave the way to something that is both more difficult and more fun.

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