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Using gamification to inspire new citizen science volunteers

Published: 02 October 2013 Publication History

Abstract

Gamifying citizen science campaigns has the potential to further engage existing volunteers, as well as to attract new contributors. By evaluating Biotracker, a gamified mobile application that gathers plant phenology data, we explored the feasibility of engaging a secondary group of Millennials, who are notorious technology enthusiasts, with a gamified citizen science app. We also explored the potential benefits that using an application might offer these users. Results suggest that gamification is key to attracting many Millennials, as are social motivations and, to a lesser extent, education. Potential benefits to these participants include an increased awareness of community and an increase in domain knowledge.

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  • (2024)Unleashing the Power of the Zooniverse: The 2021 Survey of VolunteersSSRN Electronic Journal10.2139/ssrn.4830179Online publication date: 2024
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Information

Published In

cover image ACM Other conferences
Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
October 2013
148 pages
ISBN:9781450328159
DOI:10.1145/2583008
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

  • UWATERLOO: University of Waterloo
  • IMMERSe: IMMERSe Network
  • Waterloo Stratford Campus: University of Waterloo Stratford Campus
  • University of Ontario Institute of Technology

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 October 2013

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Author Tags

  1. biotracker
  2. citizen science
  3. crowdsourcing
  4. gamification
  5. location-based games
  6. millennials
  7. project budburst

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  • Research-article

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Gamification '13
Sponsor:
  • UWATERLOO
  • IMMERSe
  • Waterloo Stratford Campus
Gamification '13: Gameful Design, Research, and Applications
October 2 - 4, 2013
Ontario, Toronto, Canada

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Gamification '13 Paper Acceptance Rate 9 of 25 submissions, 36%;
Overall Acceptance Rate 9 of 25 submissions, 36%

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Cited By

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  • (2024)Boosting biodiversity monitoring using smartphone-driven, rapidly accumulating community-sourced dataeLife10.7554/eLife.93694.313Online publication date: 20-Jun-2024
  • (2024)Boosting biodiversity monitoring using smartphone-driven, rapidly accumulating community-sourced dataeLife10.7554/eLife.9369413Online publication date: 20-Jun-2024
  • (2024)Unleashing the Power of the Zooniverse: The 2021 Survey of VolunteersSSRN Electronic Journal10.2139/ssrn.4830179Online publication date: 2024
  • (2024)Reimagining Meaningful Data Work through Citizen ScienceProceedings of the ACM on Human-Computer Interaction10.1145/36870498:CSCW2(1-26)Online publication date: 8-Nov-2024
  • (2024)Learning the Game: Decoding the Differences between Novice and Expert Players in a Citizen Science Game with Millions of PlayersProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3649993(1-10)Online publication date: 21-May-2024
  • (2024)Nature Networks: Designing for nature data collection and sharing from local to globalProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661520(1439-1452)Online publication date: 1-Jul-2024
  • (2024)Designing Mobile Technologies to Encourage Civic Engagement: The Role of Situated Motivational AffordancesIEEE Transactions on Emerging Topics in Computing10.1109/TETC.2023.329677212:3(739-751)Online publication date: Jul-2024
  • (2024)Evaluating User Experience and Data Quality in Gamified Data Collection for Appearance-Based Gaze EstimationInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2399873(1-17)Online publication date: 12-Sep-2024
  • (2024)Methods for monitoring urban street litter: a comparison of municipal audits and an app-based citizen science approachEnvironmental Science: Advances10.1039/D4VA00008K3:6(885-896)Online publication date: 2024
  • (2023)Branding the MEGA lab; methods to improve science communication and citizen science engagementFrontiers in Environmental Science10.3389/fenvs.2023.120868311Online publication date: 18-Sep-2023
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