Playing with science : Exploring how game activity motivates users participation on an online citizen science platform

Greenhill, Anita and Holmes, Kate and Woodcock, Jamie and Lintott, Chris and Simmons, Brooke D and Graham, Gary and Cox, Joe and Oh, Eun Young and Masters, Karen (2016) Playing with science : Exploring how game activity motivates users participation on an online citizen science platform. ASLIB Journal of Information Management, 68 (3). pp. 306-325. ISSN 2050-3806

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Purpose – The purpose of this paper is to examine intrinsic forms of motivation and particular incidents of play, socialisation, fun and amusement on an online crowdsourced citizen science platform. The paper also investigates gamised activity (Greenhill et al., 2014) as a form of intrinsic motivation adding a sense of play to work and tasks (Xu et al., 2012). These concepts are explored through close scrutiny of the online citizen science platform Design/methodology/approach – Qualitative techniques with an interpretivist approach are used to analyse online content found within citizen science platforms, related forums and social media by examining incidents of play, socialisation, fun and amusement to investigate how these aspects are applied as a form of user motivation. Findings – The authors find that when users classify crowdsourced tasks voluntarily it does not matter how users are classifying as long as it is accurately. However, what does matter is why they are doing it particularly because of the complex processes that builds relationships between users and the platform. The authors present a conceptual model to enable deeper understandings of how forms of social interaction and play are motivating users contributing to citizen science project to participate in the online processes. Practical implications – The findings of this paper provide practical implications for how citizen science, and also other crowdsourcing platforms, can engage with notions of play and gamification to motivate participation. Originality/value – Using detailed examples of online content, the authors reveal how participants of the demonstrate aspects of “gamised” behaviour. The authors argue that the exploration of gaming as well as play provides evidence that contributing to citizen science projects can be both utilitarian and hedonic.

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Journal Article
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ASLIB Journal of Information Management
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This article is (c) Emerald Group Publishing and permission has been granted for this version to appear here. Emerald does not grant permission for this article to be further copied/distributed or hosted elsewhere without the express permission from Emerald Group Publishing Limited.
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20 Sep 2018 10:02
Last Modified:
31 Dec 2023 00:59