###### Abstract  
Linguistic tasks such as Part-of-Speech (PoS) tagging can be tedious, but are crucial for the development of Natural Language Processing (NLP) tools. Games With A Purpose (GWAS) aim to reduce the monotony of the task for native speakers and non-experts who contribute to crowdsourcing projects. This study focuses on revising and correcting PoS tags in the _Corpus Oral y Sonoro del Espanol Rural_ (COSER), the largest collection of oral data in the Spanish-speaking world, to create a parsed corpus of European Spanish dialects. It also examines how game design elements (GDEs) affect players' enjoyment. Three games--_Agentes, Tesoros_, and _Anottalon_--were developed, incorporating different GDEs, such as rewards and challenges. The results show two levels of enjoyment: at the concept level with _Anottalon_, and at the level of individual GDEs with _Tesoros_. This suggests that certain GDEs influence player enjoyment and, consequently, their preference for certain games. However, the study also shows the complexity of evaluating triggers for player enjoyment in games with more than one implemented GDE. games with a purpose; evaluation; player enjoyment; game design elements; part-of-speech tagging 2020  
specialized, and tedious. Even the most straightforward tasks, such as assigning a PoS tag (e.g., verb, noun, adjective, pronoun) to each word in an input text, can be problematic, given that the terminology may be unfamiliar to players. Additionally, the corpus itself might present additional difficulties. To illustrate, let us consider the COSER corpus (_Corpus Oral y Sonoro del Espanol Rural_, 'Audible Corpus of Spoken Rural Spanish' [2]), on which the current research is based. COSER is the most extensive collection of oral data in the Spanish-speaking world and consists of transcripts of semi-directed interviews with rural elderly male and female informants who have little to no education and who have experienced low mobility [3]. As the corpus contains dialectal data, players from other geographic areas or different age groups might experience difficulty in identifying the words' meanings and, therefore, the correct PoS tag. Given these difficulties, this study aimed to investigate whether certain design elements can increase the engagement of players, in order to ensure the completion of the linguistics tasks and so that corpora can be successfully created and annotated. To engage players, we explore enjoyment, defined as the positive experience players undergo throughout a gaming session [4]. From this point of view, the design should allow players to understand the task at hand but, above all, significantly strengthen the attractiveness of games. The existing body of research on GWAPs has presented various games to address specific linguistic tasks and build diverse linguistic resources. However, whether the GWAPs and their design are enjoyable for the players has not been addressed. _Verbosity_[5] was designed to collect commonsense knowledge about words, with that knowledge built up of facts that many people recognize as true. _Zombilingo_[6] focuses on dependency syntax annotation, in which two words are related, one the governor and the other the dependent. _WordClicker_[7] focuses on collecting judgments about PoS tags. Other games are centered on semantic tasks, such as _Phrase Detectives_[8], _TileAttack_[9], and _Wordrobe_[10]. More concretely, _Phrase Detectives_ aims to identify the referent in an anaphora relation, whereby the anaphora remits semantically to an entity already introduced in the discourse. _TileAttack_ targets a similar task called a co-reference annotation, in which the task is to find the relationship between multiple terms with a common referent. Meanwhile, _Wordrobe_ focuses on different levels of linguistic annotation such as PoS tagging, named entity tagging (locate and classify named entities mentioned in a text), co-reference resolution, and word sense disambiguation (identifying which sense of a word is meant in a sentence).