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首页> 外文期刊>Aslib journal of information management: New information perspectives >Exploring the impact of game framing and task framing on user participation in citizen science projects
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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的影响用户参与公民科学框架项目

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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:目的本文的目的是检查游戏框架和任务框架如何影响有经验的意义(幸福)认为享受(快感),反过来,可以解释用户参与行为公民科学项目。设计和实现一个公民科学系统、公民类型和使用的调查方法调查到什么程度游戏框架和任务框架影响参与行为。76年被用来测试研究假设公民的参与者。确认游戏帧和任务数据帧对感知乐趣产生重大影响,但是显示,只有任务框架有直接影响在有经验的意义。参加比赛的有经验的意义完全由感知到的享受。定性数据显示额外的分析的见解。研究由于样本量有限,认为是一个探索性研究,PLS-SEM被用来确定游戏的影响框架和任务框架以及支持理论发展的双重性质公民科学游戏。研究为科学家提供了建议,设计师和项目发起人,游戏框架和任务框架应该有效集成提供愉快的和有意义的经验,促进用户的贡献。初步研究,探讨了影响之一双重公民科学游戏的性质。结果本研究提供了基础指导方针和策略来促进用户公民科学项目的贡献。

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