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Getting it Right or Being Top Rank: Games in Citizen Science

Ponti, Marisa, 1959 (author)
Gothenburg University,Göteborgs universitet,Institutionen för tillämpad informationsteknologi (GU),Department of Applied Information Technology (GU)
Hillman, Thomas, 1978 (author)
Gothenburg University,Göteborgs universitet,Institutionen för pedagogik, kommunikation och lärande,Department of Education, Communication and Learning
Kullenberg, Christopher, 1980 (author)
Gothenburg University,Göteborgs universitet,Institutionen för filosofi, lingvistik och vetenskapsteori,Department of Philosophy, Linguistics and Theory of Science
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Kasperowski, Dick, 1959 (author)
Gothenburg University,Göteborgs universitet,Institutionen för filosofi, lingvistik och vetenskapsteori,Department of Philosophy, Linguistics and Theory of Science
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 (creator_code:org_t)
2018-01-23
2018
English.
In: Citizen Science - Theory and Practice. - : Ubiquity Press, Ltd.. - 2057-4991. ; 3:1, s. 1-10
  • Journal article (peer-reviewed)
Abstract Subject headings
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  • The use of games in citizen science is growing, but can create tension as gaming and science can be seen as incompatible areas of activity. For example, the motivations for winning a game and scientific pursuit of knowledge may be seen as contrary. Over a one-year period, we conducted a virtual ethnographic study of the public forums of two online citizen science projects, Foldit and Galazy Zoo, the first a project in which gaming is an explicit design feature and the second in which it is not. The aim was to provide a nuanced view of how participants topicalize and respond to tensions between gaming and science. Thematic analysis of discussion forum posts suggests that participants in the two projects respond differently to the tension. By unpacking participant responses to the tension between games and science, our study highlights that citizen science projects using games are not just about fun. To enroll and retain volunteers, these projects also must recognize and manage the implicit normative scientific ideals that participants bring with them to a project. We further conclude that ideals of science embraced by citizen scientists appear to influence the reasons why they participate, either emphasizing equality, like in Galazy Zoo, or meritocracy, like in Foldit.

Subject headings

NATURVETENSKAP  -- Annan naturvetenskap (hsv//swe)
NATURAL SCIENCES  -- Other Natural Sciences (hsv//eng)
SAMHÄLLSVETENSKAP  -- Utbildningsvetenskap (hsv//swe)
SOCIAL SCIENCES  -- Educational Sciences (hsv//eng)
HUMANIORA  -- Annan humaniora (hsv//swe)
HUMANITIES  -- Other Humanities (hsv//eng)

Keyword

Citizen science
engagement
games with a purpose
scientific ideals

Publication and Content Type

ref (subject category)
art (subject category)

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