Accepted Contribution

Gamifying Citizen Science for Behavioural Impact   
Nimisha Parashar (University of Nottingham)

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Short Abstract

Gamification has predominantly been used in citizen science as a way to engage volunteers for long-term engagement. Here, I propose some additional citizen science outcomes that can be supported with the use of gamification.

Abstract

Citizen Science has seen the use of gamification as a way to improve volunteer recruitment and long-term engagement. However, gamification has the potential to impact citizen science beyond simply retaining volunteers. By aligning the game mechanics with the larger goals of the citizen science project, gamification can support additional outcomes, such as fostering pro-environmental behaviour, promoting science literacy, or empowering volunteers.

Workshop W16
Games for good: Games and gamification for Citizen Science