Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
BOINC: A System for Public-Resource Computing and Storage
GRID '04 Proceedings of the 5th IEEE/ACM International Workshop on Grid Computing
Peekaboom: a game for locating objects in images
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Does think aloud work?: how do we know?
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Sidh - a Game Based Firefighter Training Simulation
IV '07 Proceedings of the 11th International Conference Information Visualization
Digital Games Target Social Change
IEEE Computer Graphics and Applications
GridOrbit: an infrastructure awareness system for increasing contribution in volunteer computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
GATE: game-based testing environment
Proceedings of the 33rd International Conference on Software Engineering
Communications of the ACM
Analysis of social gameplay macros in the Foldit cookbook
Proceedings of the 6th International Conference on Foundations of Digital Games
Feature-based projections for effective playtrace analysis
Proceedings of the 6th International Conference on Foundations of Digital Games
The chain model for social tagging game design
Proceedings of the 6th International Conference on Foundations of Digital Games
Verification games: making verification fun
Proceedings of the 14th Workshop on Formal Techniques for Java-like Programs
Puzzle-based automatic testing: bringing humans into the loop by solving puzzles
Proceedings of the 27th IEEE/ACM International Conference on Automated Software Engineering
Emergent semantics from game-induced folksonomies
Proceedings of the First International Workshop on Crowdsourcing and Data Mining
Pseudonymity in social machines
Proceedings of the 22nd international conference on World Wide Web companion
Games, Social Simulations, and Data-Integration for Policy Decisions: The SUDAN Game
Simulation and Gaming
UNTANGLED: A Game Environment for Discovery of Creative Mapping Strategies
ACM Transactions on Reconfigurable Technology and Systems (TRETS)
An introduction to human computation and games with a purpose
ICWE'13 Proceedings of the 13th international conference on Web Engineering
Human computation: Image metadata acquisition based on a single-player annotation game
International Journal of Human-Computer Studies
Hi-index | 0.02 |
Incorporating the individual and collective problem solving skills of non-experts into the scientific discovery process could potentially accelerate the advancement of science. This paper discusses the design process used for Foldit, a multiplayer online biochemistry game that presents players with computationally difficult protein folding problems in the form of puzzles, allowing ordinary players to gain expertise and help solve these problems. The principle challenge of designing such scientific discovery games is harnessing the enormous collective problem-solving potential of the game playing population, who have not been previously introduced to the specific problem, or, often, the entire scientific discipline. To address this challenge, we took an iterative approach to designing the game, incorporating feedback from players and biochemical experts alike. Feedback was gathered both before and after releasing the game, to create the rules, interactions, and visualizations in Foldit that maximize contributions from game players. We present several examples of how this approach guided the game's design, and allowed us to improve both the quality of the gameplay and the application of player problem-solving.