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Abstract

IT-mediated crowds are being implemented for multifarious purposes, using multifarious techniques. In this minitrack we seek to coalesce a specific and enduring community of IS and IS-related researchers focused on the study of IT-mediated crowds as a phenomenon. Our aim is to harness, and thus focus, the currently very broad inter-disciplinary study of IT-mediated crowds within the IS discipline proper, to incite a sharing of results and a cross-pollination of ideas among researchers currently looking at IT-mediated crowds from IS, I-School, HCI, Computer Science, Marketing, Education, Natural Sciences, Communication, and Technology Innovation perspectives.
Crowd Science 2018: HICSS Mini-Track
IT-mediated Crowds are being implemented for multifarious purposes, using multifarious
techniques. In this minitrack we seek to coalesce a specific and enduring community of IS and
IS-related researchers focused on the study of IT-mediated crowds as a phenomenon.
Our aim is to harness, and thus focus, the currently very broad inter-disciplinary study of IT-
mediated Crowds within the IS discipline proper, to incite a sharing of results and a cross-
pollination of ideas among researchers currently looking at IT-mediated Crowds from IS, I-
School, HCI, Computer Science, Marketing, Education, Natural Sciences, Communication, and
Technology Innovation perspectives.
In the purview of this mini-track, IT-mediated crowd phenomena include:
Crowdsourcing
Crowd Finance (Crowdfunding, Blockchains, Digital Ledgers, etc)
Prediction Markets
Citizen Science
Open Innovation/Competition platforms
Social Media for resource creation
Wikis & Wikipedia
Big Data from crowds
Participatory Sensing (Crowdsensing)
Spatial Crowdsourcing (the Sharing & Gig Economy)
Situated/Geo-fenced/IoT Crowdsourcing/VR crowds
Wearables Crowdsourcing
IT-mediated Collective Intelligence
We encourage new empirical and theoretical submissions from social, economic, technical, and
organizational scholars, investigating these phenomena in a variety of contexts, including:
Health Care
Education
Governance/Policy/Smart Cities/GIS
Entrepreneurship/User Innovation/Creative Consumers
Institutional & Strategic perspectives
International Business & Development perspectives
Particular questions/topics of interest include:
Human computation, micro-tasking and virtual labour markets
Crowdsourced contests, their design and efficacy
Gamification in IT-mediated crowds
IT-mediated crowds and law/intellectual property
IT-mediated crowds for invention and commercialization
Business models of IT-mediated crowd companies and startups
The economics of IT-mediated crowds
The knowledge dynamics of IT-mediated crowds
IT-mediated crowds and 3D printing
Wearables & Sensors in, and as crowds
IT-mediated crowds and machine learning
The role of Bots/AI in IT-mediated crowds
Measuring IT-mediated crowds and outcomes
Formal models/computational models/simulations
IT-mediated crowd platforms
IT-mediated crowds & Common pool resources
Varieties of Crowd Capital
IT-mediated crowds and Industry/competitive dynamics
Crowd-member/IT/Organization dynamics
Crowd-labor movements and labor dynamics
Expert, non-expert, and mixed Crowds
Knowledge management in, and through, IT-mediated crowds
Double-sided markets/electronic markets/platforms
As track co-chairs, we endeavour to coalesce a set of compelling talks, provide developmental
paper reviews, and special issues stemming from the track, focused on one or more of the
areas mentioned here.
In the last two years, we’re delighted that we’ve been able to welcome eight substantial
contributions to the Crowd Science program, which as a whole cross disciplinary boundaries,
employ a variety of methodologies, and mark important new avenues in the field. These
contributions, as well as a bibliography of what we consider to be fundamental Crowd Science
research, are listed below.
Papers are due June 15 2017. We look forward to your submission!
Mini-track Co-Chairs:
John Prpić
Lulea University of Technology
&
Jan Kietzmann
SFU
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To begin to understand the implications of the implementation of IT-mediated Crowds for Politics and Policy purposes, this research builds the first-known dataset of IT-mediated Crowd applications currently in use in the governance context. Using Crowd Capital theory and governance theory as frameworks to organize our data collection, we undertake an exploratory data analysis of some fundamental factors defining this emerging field. Specific factors outlined and discussed include the type of actors implementing IT-mediated Crowds in the governance context, the global geographic distribution of the applications, and the nature of the Crowd-derived resources being generated for governance purposes. The findings from our dataset of 209 on-going endeavours indicates that a wide-diversity of actors are engaging IT-mediated Crowds in the governance context, both jointly and severally, that these endeavours can be found to exist on all continents, and that said actors are generating Crowd-derived resources in at least ten distinct governance sectors. We discuss the ramifications of these and our other findings in comparison to the research literature on the private-sector use of IT-mediated Crowds, while highlighting some unique future research opportunities stemming from our work.
Conference Paper
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Whereas crowdsourcing as a topic has often been addressed in recent literature, web-based crowdwork-ing platforms that manage the interface between crowdsourcers and crowdworkers have not received much attention so far. Furthermore, most of these platforms focus on either the management of external or internal crowds; platforms that handle both groups are rare. This paper investigates such a provider: the Ger-man company Across Systems. It uses a hybrid model, offering an individual " mini crowdworking platform " that enables the simultaneous government of external and internal crowds as well as a more traditional marketplace crowdworking platform (crossMarket) where supply and demand meet. Using a single-case study approach , the main contribution of this paper is to shed light on a model that has the potential to change the current crowdworking platform market. We show that managing both external and internal crowds on one platform can increase the acceptance, quality and speed of task completion.