ITECH 1100: Impact of Crowdsourcing on the Gambling Industry

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This report, prepared for the ITECH 1100 Understanding the Digital Revolution course, explores the impact of crowdsourcing on the gambling industry. It begins with research on platforms like Amazon Mechanical Turk and Crowdflower, highlighting their cost-effectiveness in data collection. The report then delves into brainstorming sessions, discussing the benefits of crowdsourcing in terms of accessing diverse skills and ideas, and its disruptive potential. It also examines regulatory and ethical considerations associated with crowdsourcing, including market, law, architecture, and norms. The report further analyzes the disruption caused by crowdsourcing, proposing training and development strategies and presenting AS-IS and TO-BE models for implementation. The author provides a transcript of a presentation summarizing the key findings, alongside references to relevant literature. The report concludes by emphasizing the potential of crowdsourcing to revolutionize the gambling industry by providing access to a large workforce and diverse skills, with a focus on cost-effectiveness and the ability to target new markets. This assignment addresses the course's learning outcomes, applying business information software, reviewing information system applications, and interpreting data flow and processes.
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Running head: ITECH 1100 UNDERSTANDING THE DIGITAL REVOLUTION
ITECH 1100 UNDERSTANDING THE DIGITAL REVOLUTION
(Impact of crowdsourcing on Gambling Industry)
Name of the Student
Name of the University
Author Note:
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1ITECH 1100 UNDERSTANDING THE DIGITAL REVOLUTION
Table of Contents
Part one –Research..............................................................................................................2
Part Two- Brainstorming.....................................................................................................2
Part Three- Regulation and Ethics.......................................................................................3
Part Four- Disruption...........................................................................................................4
Transcript.............................................................................................................................6
References............................................................................................................................7
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2ITECH 1100 UNDERSTANDING THE DIGITAL REVOLUTION
Part one –Research
Amazon Mechanical Truk and Crowdflower platform are considered to be as one of the
cost-effective methods for collecting a huge amount of data. Online crowdsourcing platform
aims to offer easy access to sample which are freely available to samples. It merely has high
proportion of problem gender (Chawla, Hartline & Sivan, 2015). This kind of characteristics
highlighted that free samples are not there for representing the gambling tendencies in for most
of the populations. Crowdsourcing can be defined as an overreaching term which is inclusive of
mobile data that analyzes traffic. In the last few years, the rise of crowdsourcing is found to be an
online phenomenon by the arrival of cloud and social media. The benefits of this all about
dealing with idea and data. The point can be taken into consideration that there has opportunity
for economic benefits to the crowd and other industry.
Gambling is considered to be leading edge at the beginning of nineteen centuries.
Gambling business is found on a global platform with multicurrency and multi-language which
are complex in nature (Yang et al., 2016). Online gambling industry is considered to be the
forefront of peer to peer technologies, data integration, social media and SEO. Development of
BYOD is completely changing the land-based industry which is due to use of cloud-based
system for managing estates.
Part Two- Brainstorming
The crowd will allow the people to turn a huge army of workers at the click of mouse. It is
followed by back off as soon as it is finished (Mishra & Carleton, 2017). It comes up with a
variety of skills, perspective and ideas which can be accessed.
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3ITECH 1100 UNDERSTANDING THE DIGITAL REVOLUTION
Amazon studio is a disruptive force in the world which can make changes in television and
film production. Amazon studio is very much helpful as it allows to submit script and
concept video (Schluter, Kim & Hodgins, 2018). Amazon preview is only community that
provides feedback on idea of storyboard. Also, it has pilot session where user can look for
pilot video for free and vote until the full session has been commissioned or not.
Crowdfunding can be defined as the small amount of capital from a large individual which is
needed for financing a business. It is all about making use easy accessibility of different
networks of people through social media and crowdfunding websites (Newall, 2017). The
mere focus is all about bringing investors and entrepreneurs on the same platform. It comes
up with the potential for increasing entrepreneurship by expansion of investors.
Cost can be considered to be one of the important aspect for using crowdsourcing. The
overall cost is lower as people only pay for the cost of each task (Mishra & Meadows, 2018).
Per task and micro-task module aims to have set time for each task. Crowd worker will be in-
charged for few seconds and few work.
Part Three- Regulation and Ethics
Market: As crowdsourcing is a growing concept there are different challenges associated
with it.
Law: It is addressing the developing technology which is new for spectrum. It focuses on
different kind of services that will
Architecture: The complete idea of crowdsourcing is very much complex and new in this
current topic.
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4ITECH 1100 UNDERSTANDING THE DIGITAL REVOLUTION
Norms: In the upcoming there has been ongoing demand for the idea of crowdsourcing.
This particular step can result in violation of ethics which is needed to be taken into account.
Part Four- Disruption
There is need of training and development for use of crowdsourcing in Gambling
industry. All the required feedback is collected from different executives. There is need of
carrying a discussion on following aspects like
Events: There is need of feedback with respect to the present issues in Gambling
industry.
Activities: Providing an understanding to the executives with respect to the benefits of
crowdsourcing. There is need of collecting proper report with respect to issues faced in
Gambling Industry.
Decision Point: Will crowdsourcing bring huge number of benefits in Gambling
Industry.
Actors: There are many in Gambling industry for training others with respect to this
crowdsourcing.
Outcomes: There is a requirement of crowdsourcing in the Gambling Industry.
The most important aspect is all collecting ideas with respect to crowdsourcing in
Gambling industry. All the required drawbacks and benefits of crowdsourcing in gambling
industry has been discussed in brief. In the given diagram below, the AS-IS diagram of the
impact of crowdsourcing in Gambling Industry has been discussed in brief. Proper data needs to
be collected for the implementation of crowdsourcing in Gambling Industry.
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5ITECH 1100 UNDERSTANDING THE DIGITAL REVOLUTION
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6ITECH 1100 UNDERSTANDING THE DIGITAL REVOLUTION
Fig 1: AS-IS model
(Source: Created by Author)
Events: There is need of collecting proper feedback from the different people of
Gambling Industry.
Activities: There is need of proper filtering and collecting required data for training need.
Decision Point: There is requirement of training session where people will provide their
own idea and concepts.
Actors: Different people from this Gambling Industry.
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7ITECH 1100 UNDERSTANDING THE DIGITAL REVOLUTION
Outcomes: There is need of different people from Gambling industry who will conduct
an analysis on this crowdsourcing idea.
In the diagram below, the to-be model of adopting crowdsourcing on gambling industries
has been discussed. Adopting the idea of crowdsourcing is very much helpful in gambling
industry. Crowd will merely allow huge number of workers at just one click of mouse. They will
help them to turn off the back when they have finished it. It will bring a variety of skills and
languages that will enable them in accessing it in short time as per the need.
Fig 2: To-Be Model
(Source : Created by Author)
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8ITECH 1100 UNDERSTANDING THE DIGITAL REVOLUTION
Transcript
Good morning my friends. I [name of the student] is going to give a presentation on the
impact of crowdsourcing on Gambling industry.
In the last few years, there has been huge amount of development in crowdsourcing. It
has come into picture as a result of arrival of some popular platform like cloud and mobile
computing. Gambling comes up with huge number of benefits for economies around the world. It
is considered like a leading edge where the present business model is platform and very much
complex in nature.
Crowdsourcing will the people from gambling industry to easily turn on huge number of
workers at just one click of mouse. It will help in turn back off when people are finished. It aims
to bring huge variety of skill, perspective and idea by which people can access it for long and
short interval of time.
Concerning the global business like online gaming, crowd will provide a language for
each and every country so that it can target some of the standard of home market. Reach along
with cost will help new markets to easily targeted which can be ruled at the cost of grounds.
Cost is found to be as one of the main reason behind the use of crowdsourcing. The cost
is found to be lowered as individual pay for the cost of each task. Both per task and micro task
are assumed to have a set time which is as per the task. Crowd worker will be assumed a charge
of few seconds and a few hours.
Crowd will bring huge number of benefits concerning diversity and localization for
business in various domains like technology, product and marketing. The aim of this presentation
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9ITECH 1100 UNDERSTANDING THE DIGITAL REVOLUTION
is all about understanding the possible use of Crowdsourcing in gambling industry. It will merely
make use of crowd for experiments and crowdsourcing among managers.
References
Chawla, S., Hartline, J. D., & Sivan, B. (2015). Optimal crowdsourcing contests. Games and
Economic Behavior.
Mishra, S., & Carleton, R. N. (2017). Use of online crowdsourcing platforms for gambling
research. International Gambling Studies, 17(1), 125-143.
Mishra, S., & Meadows, T. J. (2018). Does stress mediate the association between personal
relative deprivation and gambling?. Stress and Health, 34(2), 331-337.
Newall, P. W. (2017). Behavioral complexity of British gambling advertising. Addiction
Research & Theory, 25(6), 505-511.
Schluter, M. G., Kim, H. S., & Hodgins, D. C. (2018). Obtaining quality data using behavioral
measures of impulsivity in gambling research with Amazon’s Mechanical Turk. Journal
of behavioral addictions, 7(4), 1122-1131.
Yang, D., Xue, G., Fang, X., & Tang, J. (2016). Incentive mechanisms for crowdsensing:
Crowdsourcing with smartphones. IEEE/ACM Transactions on Networking (TON), 24(3),
1732-1744.
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