The term GWAP was coined by Lenore Blum, a professor of the Carnegie Mellon University, and was first published on her blog22. 22 http://blog.gwap.com/2008/05/hellow-world.html reasons to play: Autonomy, which is the trait concerning a sense of volition or willingness when performing a task and it.s enhanced when the game design offers flexibility over movement and strategy, choice over tasks and goals and rewards. . Competence, which is the trait concerning the need for a challenge and feeling of control. Competence is enhanced when games controls are intuitive, optimal challenges are given to the player and finally positive feedback is provided. . Relatedness, which is the trait concerning the experience a person feels when connected with others. Several studies have shown that social factors and social interaction are important for motivation for playing games. motivation to contribute to community: Improvement of skills (extrinsic); . Enhanced professional status (extrinsic); . Altruism (intrinsic, defines the overall help given to the community); . Reciprocity (intrinsic, defines the reward a player receives back from their effort); . Reputation (intrinsic, achieved by high score lists); . Intellectual stimulation (intrinsic, achieved when the game provides harder challenges); . Sense of obligation to contribute (intrinsic). motivations to tag . Future retrieval (marking items in order to retrieve them later); . Contribution and sharing (making resources findable for others); . Attract attention (making other people look at someone.s own resources); . Play and competition (tagging resources by a set of rules); . Self presentation (making people know one is familiar with a resource); . Opinion expression (sharing one.s opinion with people). criteria: the specification and design of the new mini games will focus with regard the following motivational factors: flexibility, challenge, competition, social interaction, reputation and future retrieval