The University of Southampton
University of Southampton Institutional Repository

To help or hinder: real-time chat in citizen science

To help or hinder: real-time chat in citizen science
To help or hinder: real-time chat in citizen science
In this paper we investigate the implications of providing a real-time messaging interface in a Web-based citizen science game. Our study draws on data from two weeks of chat messages and survey responses collected from Eyewire, a highly successful citizen science game which enables players to take part in scientific enquiries, within a semi-gamified environment. Our analysis reveals that real-time chat facilitates and supports players for several types of engagement; to collaboration on tasks, knowledge sharing, learning, socialising, supporting other in the community, and to help sustain long-term participation. Based on the analysis, we derive a set of design recommendations for citizen science platforms designers, focusing on the role of real-time chat on improving participation and performance.
Tinati, Ramine
f74a0556-6a04-40c5-8bcf-6f5235dbf687
Simperl, Elena
40261ae4-c58c-48e4-b78b-5187b10e4f67
Luczak-Roesch, Markus
6cfe587f-e02c-48e8-b2b8-543952ab50a7
Tinati, Ramine
f74a0556-6a04-40c5-8bcf-6f5235dbf687
Simperl, Elena
40261ae4-c58c-48e4-b78b-5187b10e4f67
Luczak-Roesch, Markus
6cfe587f-e02c-48e8-b2b8-543952ab50a7

Tinati, Ramine, Simperl, Elena and Luczak-Roesch, Markus (2017) To help or hinder: real-time chat in citizen science. 11th International Conference on Web and Social Media, , Montreal, Canada. 15 - 18 May 2017. 10 pp . (In Press)

Record type: Conference or Workshop Item (Paper)

Abstract

In this paper we investigate the implications of providing a real-time messaging interface in a Web-based citizen science game. Our study draws on data from two weeks of chat messages and survey responses collected from Eyewire, a highly successful citizen science game which enables players to take part in scientific enquiries, within a semi-gamified environment. Our analysis reveals that real-time chat facilitates and supports players for several types of engagement; to collaboration on tasks, knowledge sharing, learning, socialising, supporting other in the community, and to help sustain long-term participation. Based on the analysis, we derive a set of design recommendations for citizen science platforms designers, focusing on the role of real-time chat on improving participation and performance.

Text
2017 ICWSM Eye Wire Survey Chat Analysis - Author's Original
Download (128kB)

More information

Accepted/In Press date: 28 February 2017
Venue - Dates: 11th International Conference on Web and Social Media, , Montreal, Canada, 2017-05-15 - 2017-05-18
Organisations: Web & Internet Science, Electronics & Computer Science

Identifiers

Local EPrints ID: 406181
URI: http://eprints.soton.ac.uk/id/eprint/406181
PURE UUID: b7a20f9e-c232-4f02-a4fd-7936d1126a3a
ORCID for Elena Simperl: ORCID iD orcid.org/0000-0003-1722-947X

Catalogue record

Date deposited: 10 Mar 2017 10:41
Last modified: 15 Mar 2024 12:32

Export record

Contributors

Author: Ramine Tinati
Author: Elena Simperl ORCID iD
Author: Markus Luczak-Roesch

Download statistics

Downloads from ePrints over the past year. Other digital versions may also be available to download e.g. from the publisher's website.

View more statistics

Atom RSS 1.0 RSS 2.0

Contact ePrints Soton: eprints@soton.ac.uk

ePrints Soton supports OAI 2.0 with a base URL of http://eprints.soton.ac.uk/cgi/oai2

This repository has been built using EPrints software, developed at the University of Southampton, but available to everyone to use.

We use cookies to ensure that we give you the best experience on our website. If you continue without changing your settings, we will assume that you are happy to receive cookies on the University of Southampton website.

×