ABSTRACT

This chapter presents the design decisions behind the game and elaborates on results of extensive evaluations carried out in this long-term research project from 2009 to 2013. It highlights a case study in the audiovisual heritage domain. The chapter elaborates on the ways galleries, libraries, archives and museums (GLAMs) are exploring crowdsourcing, and how one specific type of crowdsourcing, social tagging, has been applied to meet concrete challenges of audiovisual archives online. The mass digitisation of analogue holdings creates the potential for GLAMs to become an integral part of the web. In the case of fragile media such as magnetic tapes and chemical film digitisation is a means to ensure long-term preservation of the information. Adding tags to multimedia content is now a regular feature on media sharing platforms. Media-focused sites such as YouTube, Vimeo and Tumblr allow end-users to add tags to multimedia content they share online.