Gamified Engagement for Data Crowdsourcing and AI Literacy: An Investigation in Affective Communication Through Speech Emotion Recognition
Eleni Siamtanidou,
Lazaros Vrysis,
Nikolaos Vryzas and
Charalampos A. Dimoulas ()
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Eleni Siamtanidou: Multidisciplinary Media and Mediated Communication (M3C) Research Group, School of Journalism and Mass Communications, Aristotle University, 54124 Thessaloniki, Greece
Lazaros Vrysis: Multidisciplinary Media and Mediated Communication (M3C) Research Group, School of Journalism and Mass Communications, Aristotle University, 54124 Thessaloniki, Greece
Nikolaos Vryzas: Multidisciplinary Media and Mediated Communication (M3C) Research Group, School of Journalism and Mass Communications, Aristotle University, 54124 Thessaloniki, Greece
Charalampos A. Dimoulas: Multidisciplinary Media and Mediated Communication (M3C) Research Group, School of Journalism and Mass Communications, Aristotle University, 54124 Thessaloniki, Greece
Societies, 2025, vol. 15, issue 3, 1-29
Abstract:
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.
Keywords: speech emotion recognition systems; gamification technologies; gamified applications; serious games; crowdsourcing; digital communities; digital literacy; media literacy (search for similar items in EconPapers)
JEL-codes: A13 A14 P P0 P1 P2 P3 P4 P5 Z1 (search for similar items in EconPapers)
Date: 2025
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