Gamifying citizen science: a study of two user groups

Gamifying citizen science: a study of two user groups
复制标题

公民科学游戏化:对两个用户群体的研究

DOI:
10.1145/2556420.2556502
复制
发表时间:
2014
期刊:
Proceedings of the companion publication of the 17th ACM conference on Computer supported cooperative work & social computing
影响因子:
--
通讯作者:
J. Hammock
J. Hammock
中科院分区:
--
文献类型:
--
作者:
A. Bowser;Derek L. Hansen;J. Preece;Yurong He;Carol L. Boston;J. Hammock

文献摘要

被引文献

相似文献

公民科学项目越来越多地结合了游戏的动机支持。然而,人们对游戏化公民科学项目可能吸引的不同用户群体知之甚少。该项目研究了两个用户群体,自然参与者和玩家参与者,如何体验Floracaching,这是一款用于公民科学的游戏化移动应用程序。两组人都喜欢Floracaching,并且受到发现、教育和社交互动的激励;两者都受到竞争的激励,但方式不同。玩家参与者希望得到指导,而自然参与者更喜欢自主。大自然的参与者看到了应用程序的内在价值;玩家参与者需要了解该应用如何与他们的其他生活活动相结合。
Citizen science projects increasingly incorporate the motivational affordances of games. However, the different user groups that gamified citizen science projects may attract are poorly understood. This project examines how two user groups, nature participants and gamer participants, experience Floracaching, a gamified mobile application for citizen science. Both groups enjoyed Floracaching, and were motivated by discovery, education, and social interaction; both were also motivated by competition, but in different ways. Gamer participants desired guidance while nature participants preferred autonomy. Nature participants saw the inherent value in the app; gamer participants needed to understand how the app could be integrated with their other life activities.