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
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发表时间:
2014
期刊:
影响因子:
--
通讯作者:
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
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.