Exploring the potential and pitfalls of citizen science ... - WordPress.com

2 downloads 141 Views 30KB Size Report
important considerations including the best methods for designing citizen science games, or data quality implications. B
Gaming  for  good:  Exploring  the  potential  and  pitfalls  of  citizen   science  games       Anne  E.  Bowser   University  College  London   Co-­Director,  Commons  Lab   66-­72  Gower  Street  -­  London  -­  WC1E  6BT   Woodrow  Wilson  International  Center  for   Email:  anna.cox  (at)  ucl.ac.uk   Scholars     1300  Pennsylvania  Ave.  NW,  Washington,  DC   Marisa  Ponti   20004,  United  States   Assistant  Professor   Email:  Anne.Bowser  (at)  wilsoncenter.org   Department  of  Applied  Information     Technology   Anna  L.  Cox   University  of  Gothenburg   Deputy  Director  of  UCLIC   Gothenburg,  Sweden   Reader  in  Human-­Computer  Interaction   marisa.ponti  (at)  ituniv.se       Description:     The  list  of  citizen  science  games  that  people  can  play  while  contributing  to  science  is  growing.   Games,   and   gamified   websites   or   applications,   take   a   range   of   forms   within   citizen   science.   Some  projects,  like  MalariaSpot,  include  just  a  few  game  elements  such  as  points,  badges,  and   leaderboards.   Other   projects,   like   Foldit   and   Eyewire,   are   full   immersive   experiences.   Still   others,  such  as  Forgotten  Island,  are  beginning  to  use  narrative-­based  gamification  approaches.           These  methods  are  sometimes  viewed  as  easy  ways  to  attract  entice  large  numbers  of  citizens   to   contribute   their   time   and   skills   to   solve   hard-­to-­automate   tasks   such   as   protein   folding   or   image   recognition.   However,   the   convergence   between   games   and   science   may   stir   controversy,  as  the  two  can  be  seen  as  separate  -­    and  even  incompatible  -­  paradigms.    On  one   side,  some  researchers  emphasize  the  great  potential  and  benefits  of  games  with  a  purpose  for   harnessing   human   skills   for   data   collection   and/or   other   forms   of   research.   But   by   pointing   to   questions   around   data   quality   and   the   ethical   implications   of   participation,   others   argue   that   games  and  gamification  are  flawed  mechanisms  for  involving  participants  in  citizen  science.     The  aims  of  this  90-­minute-­  session  are  to:   -­   Offer  an  overview  of  the  state  of  the  art  in  the  ways  in  which  games  and  gamification  are   being  incorporated  in  citizen  science  projects;;   -­   Advance   a   research   agenda   by   discussing   the   benefits   (including   engagement)   and   challenges   (such   as   leveling   up   by   ‘gaming’   the   system)   of   using   games   and   gamification  for  initiating  and  maintaining  on-­going  engagement.   -­   Network  a  wide  range  of  ECSA  researchers  and  practitioners  with  an  interest  in  citizen   science  games.     Keywords:  

games,  gamification,  engagement,  motivation,  validation     Session  type:  Split  session     Paper  session  (30mins):   The   workshop   will   begin   with   the   presentation   of   an   overview   of   the   submissions   by   the   organizers,   including   a   description   of   the   range   of   ways   in   which   game   elements   are   being   used.     The   submissions   will   then   be   presented   by   session   participants.     The   order   will   be   curated  so  that  participant  presentations  are  integrated  into  the  overview  presentation.    Where   possible,  video  clips  of  the  games  will  be  incorporated  into  the  presentations.     Roundtable  #1  (25mins):  The  positives:  gamification  &  engagement:   Following  the  paper  session,  we  will  begin  with  a  roundtable  discussing  the  positive  aspects  of   gamification   and   engagement,   including   the   extent   to   which   different   game   mechanics   are   effective  at  initiating  and  sustaining  engagement.         Roundtable  #2  (25mins):  The  negatives:  gamification,  ethics,  and  quality  control:   During   a   second   roundtable   we   will   discuss   the   potential   negative   aspects   of   games   and   gamification,   including   the   extent   to   which   the   critical   set   of   research   principles   for   solving   a   task,  which  are  embedded  in  a  game  structure,  can  control  data  quality.     Conclusion  and  next  steps  (10  minute):  At  the  conclusion  of  the  workshop,  the  organizers  and   participants  will  take  ten  minutes  to  craft  a  summary  of  the  discussion,  and  outline  next  steps  for   advancing  the  use  of  games  in  citizen  science.       Call  for  abstracts     We  welcome  abstracts  describing  participants’  positions  on  the  use  of  games  in  citizen  science.   Prospective   participants   can   include   researchers,   practitioners,   game   designers   and   citizen   scientists.   All   abstracts   should   include   an   abstract   title   (brief   and   concise),   author(s)   +   affiliation(s),  abstract  text,  and  preference  (Talk/  Poster).  The  abstract  text  should  be  max  300   words.   Abstracts  may  refer  to  current  or  planned  game  approaches  in  citizen  science  projects,  or  raise   important   considerations   including   the   best   methods   for   designing   citizen   science   games,   or   data   quality   implications.   By   supplementing   these   abstracts   with   a   literature   review,   session   chairs  will  create  an  overview  of  how  game  elements  are  being  utilized  in  citizen  science,  and  a   list  of  important  research  questions.        

Please  submit  your  abstract  online,  by  February  22,  2016   https://conference.ufz.de/frontend/index.php?folder_id=418