Citizens of the future

IF 0.2 0 FILM, RADIO, TELEVISION
C. Milburn, Melissa A. Wills
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引用次数: 2

Abstract

Over the last decade, a variety of ‘citizen science’ projects have turned to video games and other tools of gamification to enrol participants and to encourage public engagement with scientific research questions. This article examines the significance of sf in the field of citizen science, focusing on projects such as Eyewire, Be a Martian!, Sea Hero Quest, Play to Cure: Genes in Space, Forgotten Island and the ‘Project Discovery’ experiments in EVE Online. The sf stories that frame these projects often allegorise the neoliberal assumptions and immaterial labour practices of citizen science, even while seeming to hide or disguise them. At the same time, the fictional frames enable players to imagine social and technical innovations that, while not necessarily achievable in the present, nevertheless point to a future of democratic science, social progress and responsible innovation - blips of utopian thought from the zones of crowdsourced labour.
未来的公民
在过去的十年里,各种“公民科学”项目都转向了电子游戏和其他游戏化工具,以吸引参与者并鼓励公众参与科学研究问题。本文探讨了sf在公民科学领域的意义,重点关注了Eyewire、Be a Martian!、!,《海洋英雄任务》、《治愈游戏:太空中的基因》、《被遗忘的岛屿》和EVE Online中的“探索计划”实验。构成这些项目的sf故事往往隐喻了公民科学的新自由主义假设和非物质劳动实践,即使它们看起来是隐藏或掩饰的。与此同时,虚构的框架使玩家能够想象社会和技术创新,这些创新虽然在目前不一定可以实现,但却指向了民主科学、社会进步和负责任创新的未来——众包劳动区乌托邦思想的缩影。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Science Fiction Film and Television
Science Fiction Film and Television FILM, RADIO, TELEVISION-
CiteScore
1.00
自引率
0.00%
发文量
31
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