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Exploring the impact of game framing and task framing on user participation in citizen science projects

机译:探索游戏框架和任务框架对用户参与公民科学项目的影响

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Purpose The purpose of this paper is to examine how game framing and task framing influence experienced meaningfulness (eudaimonia) and perceived enjoyment (hedonia), which, in turn, can account for user participation behavior in citizen science projects.Design/methodology/approach The authors designed and implemented a citizen science system, Citizen Sort, and used a survey method to investigate to what extent game framing and task framing influence participation behavior. PLS-SEM was used to test research hypotheses with 76 Citizen Sort participants.Findings Analysis confirmed that game framing and task framing have a significant impact on perceived enjoyment, but showed that only task framing has a direct effect on experienced meaningfulness. The effects of experienced meaningfulness on participation were fully mediated by perceived enjoyment. Content analysis of qualitative data revealed additional insights.Research limitations/implications This research is limited due to its sample size and considered as an exploratory study, in which PLS-SEM was used to identify the impact of game framing and task framing as well as support the theory development regarding the dual nature of citizen science games.Practical implications This research provided suggestions for scientists, designers and project initiators that game framing and task framing should be effectively integrated to provide enjoyable and meaningful experiences so as to promote user contribution.Originality/value This research is one of initial studies which explored the impact of dual nature of citizen science games. The findings of this study provide the groundwork for guidelines and strategies to facilitate user contribution in citizen science projects.
机译:目的本文的目的是研究游戏框架和任务框架影响如何经历了有意义(Eudaimonia)和感知享受(河床),反过来可以考虑公民科学项目中的用户参与行为.Design/Methodology/Approach作者设计并实施了公民科学系统,公民排序,并使用了调查方法来调查游戏框架和任务框架影响参与行为的程度。 PLS-SEM用于测试研究假设与76公民排序参与者。专用分析证实,游戏框架和任务框架对感知享受产生了重大影响,但表明只有任务框架对经验的有意义有直接影响。经验丰富的参与的影响是通过感知享受充分介导的。定性数据的内容分析揭示了额外的见解。研究限制/影响该研究由于其样本大小而受到限制,并且被认为是探索性研究,其中PLS-SEM用于识别游戏框架和任务框架的影响以及支撑关于公民科学研究的双重性的理论发展。本研究提供了对科学家,设计师和项目的建议,即应有效地整合游戏框架和任务框架,以提供令人愉快和有意义的体验,以促进用户贡献。或者该研究的价值是初步研究之一,探讨了公民科学游戏的双重性的影响。本研究的调查结果为准则和战略提供了基础和策略,以促进公民科学项目中的用户贡献。

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