The uses of gamification in the cognitive mobilization of online citizen science

Detalhes bibliográficos
Autor(a) principal: Brazil, André Luiz
Data de Publicação: 2020
Outros Autores: Albagli, Sarita
Tipo de documento: Artigo
Idioma: por
Título da fonte: Encontros Bibli
Texto Completo: https://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e66373
Resumo: Objective: This work researched the application of gamification in online citizen science, where the dynamic of the game elements composing the interfaces of the chosen initiatives was observed, as well as their use to promote participation and maintenance of acting and engagement of the citizen scientists. Method: For this study, the projects were selected considering experiences which employed image classification tasks and where some significant decisions were necessary to be taken by the participants. Results: The main game resources employed in the researched experiences were the points, the badges and the leaderboards, where it was possible to identify that both the contributions provided by the participants and the global results achieved with those projects were inaccessible to them in almost all initiatives considered. Conclusions: On one hand, it was possible to identify that gamification use is capable to enhance the amount of people involved as well as their participation time in the proposed activities, acting as a motivational complement, through the rewards offered for the participation.  On the other hand, it is also an instrumental tool directing the participants' actions, through the choices available in the interfaces of the projects.
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spelling The uses of gamification in the cognitive mobilization of online citizen scienceOs usos da gamificação na mobilização cognitiva da ciência cidadã onlineGamificação Recompensas Atuação MotivaçãoCiência CidadãGamificationRewards Acting Motivation. Citizen Science Motivation Citizen ScienceObjective: This work researched the application of gamification in online citizen science, where the dynamic of the game elements composing the interfaces of the chosen initiatives was observed, as well as their use to promote participation and maintenance of acting and engagement of the citizen scientists. Method: For this study, the projects were selected considering experiences which employed image classification tasks and where some significant decisions were necessary to be taken by the participants. Results: The main game resources employed in the researched experiences were the points, the badges and the leaderboards, where it was possible to identify that both the contributions provided by the participants and the global results achieved with those projects were inaccessible to them in almost all initiatives considered. Conclusions: On one hand, it was possible to identify that gamification use is capable to enhance the amount of people involved as well as their participation time in the proposed activities, acting as a motivational complement, through the rewards offered for the participation.  On the other hand, it is also an instrumental tool directing the participants' actions, through the choices available in the interfaces of the projects.Objetivo:O trabalho investigou os usos da gamificação na ciência cidadã online, onde se observou a dinâmica de atuação dos elementos de jogo presentes nas interfaces destas iniciativas, bem como a sua utilização no estímulo à participação e manutenção da atuação e do envolvimento dos cientistas cidadãos. Método:Foram selecionados e observados projetos caracterizados por experiências incorporando atividades de classificação de imagens e a tomada de decisões significativas por parte dos participantes. Resultados:Identificou-se que os principais recursos utilizados nas iniciativas investigadas foram os pontos, as insígnias e os quadros de líderes, onde foi possível perceber que as contribuições realizadas pelos participantes, bem como os resultados globais decorrentes das experiências permaneceram inacessíveis a eles em quase todas as iniciativas observadas. Conclusões:Observou-se que o uso da gamificação, por um lado, é capaz de amplificar tanto o público alvo envolvido quanto a sua permanência na realização das atividades propostas,  atuando como um complemento motivacional, por meio de recompensas de participação.  Por outro, é também uma ferramenta instrumental direcionando  a atuação dos participantes, através das escolhas disponíveis nas interfaces dos projetos.Departamento de Ciência da Informação – UFSC2020-03-09info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionRevisão da Literaturaapplication/pdftext/xmlhttps://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e6637310.5007/1518-2924.2020.e66373Encontros Bibli: revista eletrônica de biblioteconomia e ciência da informação; Vol. 25 (2020): SEM CIÊNCIA NÃO HÁ FUTURO; 01-21Encontros Bibli: revista electrónica de bibliotecología y ciencias de la información.; Vol. 25 (2020): SEM CIÊNCIA NÃO HÁ FUTURO; 01-21Encontros Bibli: revista eletrônica de biblioteconomia e ciência da informação; v. 25 (2020): SEM CIÊNCIA NÃO HÁ FUTURO; 01-211518-2924reponame:Encontros Bibliinstname:Universidade Federal de Santa Catarina (UFSC)instacron:UFSCporhttps://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e66373/42708https://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e66373/53759Copyright (c) 2020 André Luiz Brazil, Sarita Albaglihttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessBrazil, André LuizAlbagli, Sarita2023-07-18T00:53:24Zoai:periodicos.ufsc.br:article/66373Revistahttps://periodicos.ufsc.br/index.php/eb/indexPUBhttps://periodicos.ufsc.br/index.php/eb/oaiencontrosbibli@contato.ufsc.br||portaldeperiodicos.bu@contato.ufsc.br1518-29241518-2924opendoar:2023-07-18T00:53:24Encontros Bibli - Universidade Federal de Santa Catarina (UFSC)false
dc.title.none.fl_str_mv The uses of gamification in the cognitive mobilization of online citizen science
Os usos da gamificação na mobilização cognitiva da ciência cidadã online
title The uses of gamification in the cognitive mobilization of online citizen science
spellingShingle The uses of gamification in the cognitive mobilization of online citizen science
Brazil, André Luiz
Gamificação
Recompensas
Atuação
Motivação
Ciência Cidadã
Gamification
Rewards
Acting
Motivation. Citizen Science
Motivation
Citizen Science
title_short The uses of gamification in the cognitive mobilization of online citizen science
title_full The uses of gamification in the cognitive mobilization of online citizen science
title_fullStr The uses of gamification in the cognitive mobilization of online citizen science
title_full_unstemmed The uses of gamification in the cognitive mobilization of online citizen science
title_sort The uses of gamification in the cognitive mobilization of online citizen science
author Brazil, André Luiz
author_facet Brazil, André Luiz
Albagli, Sarita
author_role author
author2 Albagli, Sarita
author2_role author
dc.contributor.author.fl_str_mv Brazil, André Luiz
Albagli, Sarita
dc.subject.por.fl_str_mv Gamificação
Recompensas
Atuação
Motivação
Ciência Cidadã
Gamification
Rewards
Acting
Motivation. Citizen Science
Motivation
Citizen Science
topic Gamificação
Recompensas
Atuação
Motivação
Ciência Cidadã
Gamification
Rewards
Acting
Motivation. Citizen Science
Motivation
Citizen Science
description Objective: This work researched the application of gamification in online citizen science, where the dynamic of the game elements composing the interfaces of the chosen initiatives was observed, as well as their use to promote participation and maintenance of acting and engagement of the citizen scientists. Method: For this study, the projects were selected considering experiences which employed image classification tasks and where some significant decisions were necessary to be taken by the participants. Results: The main game resources employed in the researched experiences were the points, the badges and the leaderboards, where it was possible to identify that both the contributions provided by the participants and the global results achieved with those projects were inaccessible to them in almost all initiatives considered. Conclusions: On one hand, it was possible to identify that gamification use is capable to enhance the amount of people involved as well as their participation time in the proposed activities, acting as a motivational complement, through the rewards offered for the participation.  On the other hand, it is also an instrumental tool directing the participants' actions, through the choices available in the interfaces of the projects.
publishDate 2020
dc.date.none.fl_str_mv 2020-03-09
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Revisão da Literatura
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e66373
10.5007/1518-2924.2020.e66373
url https://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e66373
identifier_str_mv 10.5007/1518-2924.2020.e66373
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e66373/42708
https://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e66373/53759
dc.rights.driver.fl_str_mv Copyright (c) 2020 André Luiz Brazil, Sarita Albagli
https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2020 André Luiz Brazil, Sarita Albagli
https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
text/xml
dc.publisher.none.fl_str_mv Departamento de Ciência da Informação – UFSC
publisher.none.fl_str_mv Departamento de Ciência da Informação – UFSC
dc.source.none.fl_str_mv Encontros Bibli: revista eletrônica de biblioteconomia e ciência da informação; Vol. 25 (2020): SEM CIÊNCIA NÃO HÁ FUTURO; 01-21
Encontros Bibli: revista electrónica de bibliotecología y ciencias de la información.; Vol. 25 (2020): SEM CIÊNCIA NÃO HÁ FUTURO; 01-21
Encontros Bibli: revista eletrônica de biblioteconomia e ciência da informação; v. 25 (2020): SEM CIÊNCIA NÃO HÁ FUTURO; 01-21
1518-2924
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instname_str Universidade Federal de Santa Catarina (UFSC)
instacron_str UFSC
institution UFSC
reponame_str Encontros Bibli
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repository.name.fl_str_mv Encontros Bibli - Universidade Federal de Santa Catarina (UFSC)
repository.mail.fl_str_mv encontrosbibli@contato.ufsc.br||portaldeperiodicos.bu@contato.ufsc.br
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