To Help or Hinder: Real-Time Chat in Citizen Science

To Help or Hinder: Real-Time Chat in Citizen Science
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帮助或阻碍:公民科学中的实时聊天

DOI:
10.1609/icwsm.v11i1.14867
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发表时间:
2017
影响因子:
3
通讯作者:
Markus Luczak
Markus Luczak
中科院分区:
法学2区
文献类型:
--
作者:
Ramine Tinati;E. Simperl;Markus Luczak

文献摘要

被引文献

相似文献

在这篇文章中,我们调查了在基于网络的公民科学游戏中提供实时消息传递界面的含义。我们的研究利用了从Eyewire收集的两周聊天消息和调查回复的数据,Eyewire是一款非常成功的公民科学游戏,使玩家能够在半游戏化的环境中参与科学调查。我们的分析显示,实时聊天促进和支持玩家进行几种类型的参与;协作任务、知识共享、学习、社交、支持社区中的其他人,并帮助维持长期参与。在分析的基础上,我们得出了一套针对公民科学平台设计者的设计建议,重点关注实时聊天在提高参与度和绩效方面的作用。
In this paper we investigate the implications of providing a real-time messaging interface in a Web-based citizen science game. Our study draws on data from two weeks of chat messages and survey responses collected from Eyewire, a highly successful citizen science game which enables players to take part in scientific enquiries, within a semi-gamified environment. Our analysis reveals that real-time chat facilitates and supports players for several types of engagement; to collaboration on tasks, knowledge sharing, learning, socialising, supporting other in the community, and to help sustain long-term participation. Based on the analysis, we derive a set of design recommendations for citizen science platforms designers, focusing on the role of real-time chat on improving participation and performance.