@inproceedings {23430,
	title = {Scientific Hangman: Gamifying Scientific Evidence for General Public},
	journal = {Second International Workshop on Gamification for Information Retrieval (GamifIR{\textquoteright}15). Vienna, Austria, March 29 - April 2},
	year = {2015},
	month = {03/2015},
	pages = {26-33},
	publisher = {CEUR Workshop Proceedings},
	address = {Vienna, Austria},
	abstract = {Governmental and private funding for research in many fields has\&nbsp;resulted in a significant body of scientific evidence. Scientific\&nbsp;evidence or content is made available in the form of thousands of\&nbsp;articles communicated via digital libraries. This evidence is\&nbsp;principally used by researchers, students and on occasions for\&nbsp;societal impact such as commercial exploitation and popular\&nbsp;science communication. How can we gamify communicating a\&nbsp;large amount of scientific evidence to the general public? This is\&nbsp;the question that intrigues us. We present the game of Scientific\&nbsp;Hangman, based on the traditional game of hangman, to\&nbsp;communicate scientific research in a fun manner. The puzzles in\&nbsp;our game are based on automatic summarization of scientific\&nbsp;article abstracts. Players play the game in an attempt to guess a\&nbsp;word given a clue such as a paper abstract. Our first prototype,\&nbsp;was evaluated on a focus group at the Cancer Registry of Norway\&nbsp;by communicating information from invitation letters in cervical\&nbsp;cancer screening. We also evaluated a second prototype of the\&nbsp;game to have feedback on design improvements resulted from the\&nbsp;first prototype.},
	author = {Moazzam, Waqas and Riegler, Michael and Sen, Sagar}
}
