In most online citizen science projects, a large proportion of participants contribute in small quantities. To investigate how low contributors differ from committed volunteers, we distributed a survey to members of the Old Weather project, followed by interviews with respondents selected according to a range of contribution levels. The studies reveal a complex relationship between motivations and contribution. Whilst high contributors were deeply engaged by social or competitive features, low contributors described a solitary experience of 'dabbling' in projects for short periods. Since the majority of participants exhibit this small-scale contribution pattern, there is great potential value in designing interfaces to tempt lone workers to complete 'just another page', or to lure early drop-outs back into participation. This includes breaking the work into components which can be tackled without a major commitment of time and effort, and providing feedback on the quality and value of these contributions.
Online citizen science projects have demonstrated their usefulness for research, however little is known about the potential benefits for volunteers. We conducted 39 interviews (28 volunteers, 11 researchers) to gain a greater understanding of volunteers' motivations, learning and creativity (MLC). In our MLC model we explain that participating and progressing in a project community provides volunteers with many indirect opportunities for learning and creativity. The more aspects that volunteers are involved in, the more likely they are to sustain their participation in the project. These results have implications for the design and management of online citizen science projects. It is important to provide users with tools to communicate in order to supporting social learning, community building and sharing.
AbstractCitizen science; Informal learning; Public engagement with science and technology
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Increasingly, games are being incorporated into online citizen science (CS) projects as a way of crowdsourcing data; yet the influence of gamification on volunteer motivations and engagement in CS projects is still unknown. In an interview study with 8 CS volunteers (4 from Foldit, 4 from Eyewire), we found that game elements and communication tools are not necessary for attracting new volunteers to a project; however they may help to sustain engagement over time, by allowing volunteers to participate in a range of social interactions and through enabling meaningful recognition of achievements.
The latest generation of virtual and mixed reality hardware has rekindled interest in virtual reality GIS (VRGIS) and augmented reality GIS (ARGIS) applications in health, and opened up new and exciting opportunities and possibilities for using these technologies in the personal and public health arenas. From smart urban planning and emergency training to Pokémon Go, this article offers a snapshot of some of the most remarkable VRGIS and ARGIS solutions for tackling public and environmental health problems, and bringing about safer and healthier living options to individuals and communities. The article also covers the main technical foundations and issues underpinning these solutions.
Digital games are an engaging medium that have previously been used for communicating research to a variety of audiences. However, there is an opportunity for engaging people more deeply by involving them in creating games. This article reports on a game design competition, based on participatory design principles and game jam practices, which challenged university students to design games within the context of a research project. Based on their interpretations of research on human error in health care, teams created four games to be disseminated online to a wider public audience. We outline the competition format and relect on the extent to which it was successful.
Gamification is increasingly implemented in citizen science projects as a means of motivating and sustaining participation. In a survey and subsequent interviews we explored the appeal of gamification for participants in the Old Weather project, and its impact upon data quality. We found that the same competitive mechanisms which some volunteers found rewarding and motivating were either ignored by other participants, or contributed to a decision to discontinue participation. We also identified an opportunity to use gamification to exploit the narrative appeal of a project such as Old Weather. In contrast to previous citizen science research, much of which focuses on how to support the most active or prolific contributors, we offer new design recommendations which recognise varying levels of engagement with a project.
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