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Gamified Citizen Science : A Study of Expert Users in the Field of BiodiversityHolmgren, Sebastian January 2020 (has links)
In previous research, researchers have looked into different gamified applications of citizen science such as fold.it, Zooniverse and Happy Moths. However, the users and participants of these studies are often on different skill levels, or beginners in the field. In this study, 10 expert users who submit their findings of species to Artdatabanken, an organisation that works in the field of biodiversity, were interviewed to find out their motivations for reporting their findings. This was done with the goal of finding what type of gamification that might suit these expert users to increase the quality of the data submitted through Artportalen, together with any obstacles that might hinder it. Through a latent thematic analysis and comparing the themes to Bartle’s Taxonomy of Players, the results show that these users were mainly of the types ‘achiever’ and ‘socialiser’. The answers were also compared to the theory of intrinsic and extrinsic motivation, which showed that the users are mainly reporting because of extrinsic motivation. While this supports the implementation of gamification there were things that would rather be solved by increasing usability.
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Utilizing the full engagement of experienced citizen scientists: how to motivate for increased contribution.Ljungman, Fanny January 2020 (has links)
Citizen science is when ordinary people help with scientific research, e.g. within biodiversity, molecular biology and astronomy. At Artdatabanken, which is an organization that observes biodiversity, citizen science is used to enable data gathering of species in Sweden. Previous research has investigated how to maintain long-term engagement by observing motivation for citizen scientists regardless of skill-levels. In this study, the motivations of experienced citizen scientists are investigated. Semi-structured interviews were conducted with citizen scientists at Artdatabanken, and thematic analysis was used to find themes in the answers. The participants were open both to increase contributions and to report other species. The results showed mainly extrinsic motivations, which could be due to a lack of reflection of intrinsic motivation. Three main themes were found in the interviews. The first theme, Efficiency, was connected to usability-issues, mainly focusing on time-efficiency and simplifying the reporting tool. The acknowledgement-theme involved motivation to receive recognition for the contributions. The third theme, Knowledge and Understanding, was connected to motivation for increased knowledge regarding species and data. Some suggestions for implementation are presented to make the motivations feasible for design implementations of citizen science systems.
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