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d78c491e346b4074998a5ca3d1a3ced9 |
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ext-015e4e808437a9ffd4596bfb074d2248 |
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ext-2801c4b04142401fb216246a1a16d1f4 |
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ext-5077e971cf8a5b58a39cbb3476d5761a |
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ext-544c4b2723b6a6a6be6b180b50830253 |
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ext-8c87f72d4e5e8a2db6801a1b804274c6 |
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ext-8ea474a2ee255e78fb41ae2a54243b57 |
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ext-b76310613c9eb107b17086f41ff71309 |
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ext-c4ed41d0128a082795c7d49c7afef184 |
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Date |
2016 |
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Is Part Of |
repository |
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Is Part Of |
p20503806 |
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abstract |
<b>Purpose</b><br></br>
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 <i>et al.</i>,
2014) as a form of intrinsic motivation adding a sense of play to work and tasks (Xu
<i>et al.</i>, 2012). These concepts are explored through close scrutiny of the online
citizen science platform Zooniverse.org.
<br></br><br></br>
<b>Design/methodology/approach</b><br></br>
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.
<br></br><br></br>
<b>Findings</b><br></br>
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.
<br></br><br></br>
<b>Practical implications</b><br></br>
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.
<br></br><br></br>
<b>Originality/value</b><br></br>
Using detailed examples of online content, the authors reveal how participants of
the Zooniverse.org 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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authorList |
authors |
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issue |
3 |
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status |
peerReviewed |
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uri |
http://data.open.ac.uk/oro/document/1043693 |
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uri |
http://data.open.ac.uk/oro/document/1043694 |
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uri |
http://data.open.ac.uk/oro/document/1045466 |
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uri |
http://data.open.ac.uk/oro/document/1045479 |
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uri |
http://data.open.ac.uk/oro/document/1045480 |
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uri |
http://data.open.ac.uk/oro/document/1045481 |
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uri |
http://data.open.ac.uk/oro/document/1045482 |
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uri |
http://data.open.ac.uk/oro/document/1045483 |
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uri |
http://data.open.ac.uk/oro/document/1046027 |
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volume |
68 |
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type |
AcademicArticle |
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type |
Article |
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label |
Greenhill, Anita; Holmes, Kate; Woodcock, Jamie ; Lintott, Chris; Simmons, Brooke
D.; Graham, Gary; Cox, Joe; 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. |
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Title |
Playing with science: Exploring how game activity motivates users participation on
an online citizen science platform |
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in dataset |
oro |