Collaboratively crowdsourcing workflows with turkomatic
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Purposeful gaming & socio-computational systems: a citizen science design case
Proceedings of the 17th ACM international conference on Supporting group work
Free as in puppies: compensating for ict constraints in citizen science
Proceedings of the 2013 conference on Computer supported cooperative work
Prototyping in PLACE: a scalable approach to developing location-based apps and games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Citizen science projects increasingly incorporate the motivational affordances of games. However, the different user groups that gamified citizen science projects may attract are poorly understood. This project examines how two user groups, nature participants and gamer participants, experience Floracaching, a gamified mobile application for citizen science. Both groups enjoyed Floracaching, and were motivated by discovery, education, and social interaction; both were also motivated by competition, but in different ways. Gamer participants desired guidance while nature participants preferred autonomy. Nature participants saw the inherent value in the app; gamer participants needed to understand how the app could be integrated with their other life activities.