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Gamifying citizen science: a study of two user groups

Published:15 February 2014Publication History

ABSTRACT

Citizen science projects increasingly incorporate the motivational affordances of games. However, the different user groups that gamified citizen science projects may attract are poorly understood. This project examines how two user groups, nature participants and gamer participants, experience Floracaching, a gamified mobile application for citizen science. Both groups enjoyed Floracaching, and were motivated by discovery, education, and social interaction; both were also motivated by competition, but in different ways. Gamer participants desired guidance while nature participants preferred autonomy. Nature participants saw the inherent value in the app; gamer participants needed to understand how the app could be integrated with their other life activities.

References

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  1. Gamifying citizen science: a study of two user groups

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    • Published in

      cover image ACM Conferences
      CSCW Companion '14: Proceedings of the companion publication of the 17th ACM conference on Computer supported cooperative work & social computing
      February 2014
      372 pages
      ISBN:9781450325417
      DOI:10.1145/2556420

      Copyright © 2014 Owner/Author

      Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 15 February 2014

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