Using gamification to inspire new citizen science volunteers

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Abstract

Gamifying citizen science campaigns has the potential to further engage existing volunteers, as well as to attract new contributors. By evaluating Biotracker, a gamified mobile application that gathers plant phenology data, we explored the feasibility of engaging a secondary group of Millennials, who are notorious technology enthusiasts, with a gamified citizen science app. We also explored the potential benefits that using an application might offer these users. Results suggest that gamification is key to attracting many Millennials, as are social motivations and, to a lesser extent, education. Potential benefits to these participants include an increased awareness of community and an increase in domain knowledge. Copyright 2013 ACM.

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APA

Bowser, A., Hansen, D., He, Y., Boston, C., Reid, M., Gunnell, L., & Preece, J. (2013). Using gamification to inspire new citizen science volunteers. In ACM International Conference Proceeding Series (pp. 18–25). Association for Computing Machinery. https://doi.org/10.1145/2583008.2583011

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