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Article
Publication date: 16 May 2016

Playing with science: Exploring how game activity motivates users participation on an online citizen science platform

Anita Greenhill, Kate Holmes, Jamie Woodcock, Chris Lintott, Brooke D Simmons, Gary Graham, Joe Cox, Eun Young Oh and Karen Masters

The purpose of this paper is to examine intrinsic forms of motivation and particular incidents of play, socialisation, fun and amusement on an online crowdsourced citizen…

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Abstract

Purpose

The purpose of this paper is to examine intrinsic forms of motivation and particular incidents of play, socialisation, fun and amusement on an online crowdsourced citizen science platform. The paper also investigates gamised activity (Greenhill et al., 2014) as a form of intrinsic motivation adding a sense of play to work and tasks (Xu et al., 2012). These concepts are explored through close scrutiny of the online citizen science platform Zooniverse.org.

Design/methodology/approach

Qualitative techniques with an interpretivist approach are used to analyse online content found within citizen science platforms, related forums and social media by examining incidents of play, socialisation, fun and amusement to investigate how these aspects are applied as a form of user motivation.

Findings

The authors find that when users classify crowdsourced tasks voluntarily it does not matter how users are classifying as long as it is accurately. However, what does matter is why they are doing it particularly because of the complex processes that builds relationships between users and the platform. The authors present a conceptual model to enable deeper understandings of how forms of social interaction and play are motivating users contributing to citizen science project to participate in the online processes.

Practical implications

The findings of this paper provide practical implications for how citizen science, and also other crowdsourcing platforms, can engage with notions of play and gamification to motivate participation.

Originality/value

Using detailed examples of online content, the authors reveal how participants of the Zooniverse.org demonstrate aspects of “gamised” behaviour. The authors argue that the exploration of gaming as well as play provides evidence that contributing to citizen science projects can be both utilitarian and hedonic.

Details

Aslib Journal of Information Management, vol. 68 no. 3
Type: Research Article
DOI: https://doi.org/10.1108/AJIM-11-2015-0182
ISSN: 2050-3806

Keywords

  • Volunteering
  • Crowdsourcing
  • Play
  • Gaming
  • Intrinsic motivation
  • Citizen science

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Article
Publication date: 21 September 2015

Why do people play human computation games? Effects of perceived enjoyment and perceived output quality

Ei Pa Pa Pe-Than, Dion Hoe-Lian Goh and Chei Sian Lee

The purpose of this paper is to investigate the effects of individuals’ perceived enjoyment and output quality on their intention to play human computation games (HCGs…

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Abstract

Purpose

The purpose of this paper is to investigate the effects of individuals’ perceived enjoyment and output quality on their intention to play human computation games (HCGs) for location-based content sharing.

Design/methodology/approach

This study employed a cross-sectional survey method, and recruited 205 undergraduate and graduate students from a local university. Participants played the developed mobile HCG for content sharing named Seek, PLAy, SHare (SPLASH), and thereafter completed a questionnaire that measured their perceptions of enjoyment, output quality, and intention to play.

Findings

Results indicated that individuals derived enjoyment from the affective and cognitive dimensions, which further influenced their intention to play HCGs. Moreover, perceived output relevancy was significant in predicting individuals’ intention to play HCGs such as SPLASH.

Practical implications

The design of HCG is complicated due to their entertainment-output generation duality. Understanding what factors contribute to HCG usage is therefore, an essential area of study. Based on the study’s findings, designers should pay attention to HCG features that engender affective and cognitive experiences, and appropriately signify the relevancy aspect of HCG outputs.

Originality/value

Although similar in many ways, HCGs differ from entertainment-oriented games by generating output as byproducts of gameplay. Hence, results obtained from prior research in games may not be readily applicable to the HCG context, and further investigations are necessary. Moreover, the multidimensional aspect of HCG enjoyment and output quality, and how these dimensions influence usage intention has yet to be examined. The outcomes of this study can be exploited to drive further research in the field of HCGs, and similar games that are not just for pure entertainment.

Details

Aslib Journal of Information Management, vol. 67 no. 5
Type: Research Article
DOI: https://doi.org/10.1108/AJIM-03-2015-0037
ISSN: 2050-3806

Keywords

  • Perceived enjoyment
  • Human computation games
  • Intention to play
  • Mobile information sharing
  • Perceived output quality

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Article
Publication date: 18 March 2019

Exploring the impact of game framing and task framing on user participation in citizen science projects

Jian Tang and Nathan R. Prestopnik

The purpose of this paper is to examine how game framing and task framing influence experienced meaningfulness (eudaimonia) and perceived enjoyment (hedonia), which, in…

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Abstract

Purpose

The purpose of this paper is to examine how game framing and task framing influence experienced meaningfulness (eudaimonia) and perceived enjoyment (hedonia), which, in turn, can account for user participation behavior in citizen science projects.

Design/methodology/approach

The authors designed and implemented a citizen science system, Citizen Sort, and used a survey method to investigate to what extent game framing and task framing influence participation behavior. PLS–SEM was used to test research hypotheses with 76 Citizen Sort participants.

Findings

Analysis confirmed that game framing and task framing have a significant impact on perceived enjoyment, but showed that only task framing has a direct effect on experienced meaningfulness. The effects of experienced meaningfulness on participation were fully mediated by perceived enjoyment. Content analysis of qualitative data revealed additional insights.

Research limitations/implications

This research is limited due to its sample size and considered as an exploratory study, in which PLS–SEM was used to identify the impact of game framing and task framing as well as support the theory development regarding the dual nature of citizen science games.

Practical implications

This research provided suggestions for scientists, designers and project initiators that game framing and task framing should be effectively integrated to provide enjoyable and meaningful experiences so as to promote user contribution.

Originality/value

This research is one of initial studies which explored the impact of dual nature of citizen science games. The findings of this study provide the groundwork for guidelines and strategies to facilitate user contribution in citizen science projects.

Details

Aslib Journal of Information Management, vol. 71 no. 2
Type: Research Article
DOI: https://doi.org/10.1108/AJIM-09-2018-0214
ISSN: 2050-3806

Keywords

  • User participation
  • User experience
  • Citizen science
  • Task design
  • Citizen science games
  • Stimulus–organism–response framework

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