Abstract
In this paper we investigate the implications of providing a real-time messaging interface in a Web-based citizen science game. Our study draws on data from two weeks of chat messages and survey responses collected from Eyewire, a highly successful citizen science game which enables players to take part in scientific enquiries, within a semi-gamified environment. Our analysis reveals that real-time chat facilitates and supports players for several types of engagement; to collaboration on tasks, knowledge sharing, learning, socialising, supporting other in the community, and to help sustain long-term participation. Based on the analysis, we derive a set of design recommendations for citizen science platforms designers, focusing on the role of real-time chat on improving participation and performance.
Cite
CITATION STYLE
Tinati, R., Simperl, E., & Luczak-Roesch, M. (2017). To help or hinder: Real-time chat in citizen science. In Proceedings of the 11th International Conference on Web and Social Media, ICWSM 2017 (pp. 270–279). AAAI Press. https://doi.org/10.1609/icwsm.v11i1.14867
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