  We address speaker comparison by listening in a game-like environment,
hypothesized to make the task more motivating for naive listeners. We present
the same 30 trials selected with the help of an x-vector speaker recognition
system from VoxCeleb to a total of 150 crowdworkers recruited through Amazon's
Mechanical Turk. They are divided into cohorts of 50, each using one of three
alternative interface designs: (i) a traditional (nongamified) design; (ii) a
gamified design with feedback on decisions, along with points, game level
indications, and possibility for interface customization; (iii) another
gamified design with an additional constraint of maximum of 5 'lives' consumed
by wrong answers. We analyze the impact of these interface designs to listener
error rates (both misses and false alarms), probability calibration, time of
quitting, along with survey questionnaire. The results indicate improved
performance from (i) to (ii) and (iii), particularly in terms of balancing the
two types of detection errors.
