'/Command' and Conquer: Analysing Discussion in a Citizen Science Game

Ramine Tinati, Markus Luczak-Rösch, E. Simperl, N. Shadbolt, W. Hall
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引用次数: 10

Abstract

Citizen science is changing the process of scientific knowledge discovery. Successful projects rely on an active and able collection of volunteers. In order to attract, and sustain citizen scientists, designers are faced with the task of transforming complex scientific tasks into something accessible, interesting, and hopefully, engaging. In this paper, we examine the citizen science game EyeWire. Our analysis draws up a dataset of over 4,000,000 completed game and 885,000 chat entries, made by over 90,000 players. The analysis provides a detailed understanding of how features of the system facilitate player interaction and communication alongside completing the gamified scientific task. Based on the analysis we describe a set of behavioural characteristics which identify different types of players within the EyeWire platform.
“/命令”和征服:分析公民科学游戏中的讨论
公民科学正在改变科学知识发现的过程。成功的项目依赖于积极能干的志愿者队伍。为了吸引和维持公民科学家,设计师面临着将复杂的科学任务转化为易于理解、有趣和吸引人的任务的任务。在本文中,我们研究了公民科学游戏EyeWire。我们的分析建立了一个数据集,其中包含超过400000个完整的游戏和88.5万个聊天记录,这些记录来自9万多名玩家。分析提供了系统功能如何促进玩家互动和交流的详细理解,同时完成游戏化的科学任务。根据分析,我们描述了一系列行为特征,这些特征可以识别EyeWire平台上不同类型的玩家。
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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