by Christopher Allen & Shannon Appelcline [This is the fourth in a series of articles on collective choice, co-written by my collegue Shannon Appelcline. It will be jointly posted in Shannon's Trials, Triumphs & Trivialities online games column at Skotos.] Last year in Collective Choice: Rating Systems we took a careful look at eBay and other websites that collect ratings, and used those systems as examples to highlight a number of theories about how to make rating systems more useful.
A blog on social software, collaboration, trust, security, privacy, and internet tools by Christopher Allen.
Tag: user content
My colleague, Shannon Appelcline, has been working on a game rating system for RPGnet. This has resulted in real-world application of the principles for designing rating systems which we've previously discussed in our Collective Choice articles. Shannon's newest article, Ratings, Who Do You Trust? offers a look at weighting ratings based on reliability. On the RPGnet Gaming Index we've put this all together to form a tree of weighted ratings that answer the question, who do you trust?
Shannon Appelcline, my colleague at Skotos (an online game company that I founded in 1999), has been writing for several years a sometimes weekly, sometimes bi-weekly column on the topic of game design called Trials, Triumphs & Trivialities (rss feed for all Skotos Articles including TT&T). His latest column Social Software & Gaming: User Content discusses issues of user content and user facilitation that apply both online game communities and social software: