Title |
Online citizen science games: Opportunities for the biological sciences
|
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Published in |
Applied and Translational Genomics, August 2014
|
DOI | 10.1016/j.atg.2014.07.001 |
Pubmed ID | |
Authors |
Vickie Curtis |
Abstract |
Recent developments in digital technologies and the rise of the Internet have created new opportunities for citizen science. One of these has been the development of online citizen science games where complex research problems have been re-imagined as online multiplayer computer games. Some of the most successful examples of these can be found within the biological sciences, for example, Foldit, Phylo and EteRNA. These games offer scientists the opportunity to crowdsource research problems, and to engage with those outside the research community. Games also enable those without a background in science to make a valid contribution to research, and may also offer opportunities for informal science learning. |
X Demographics
Geographical breakdown
Country | Count | As % |
---|---|---|
United States | 3 | 25% |
United Kingdom | 3 | 25% |
Bosnia and Herzegovina | 1 | 8% |
Spain | 1 | 8% |
Canada | 1 | 8% |
Unknown | 3 | 25% |
Demographic breakdown
Type | Count | As % |
---|---|---|
Members of the public | 10 | 83% |
Scientists | 2 | 17% |
Mendeley readers
Geographical breakdown
Country | Count | As % |
---|---|---|
United Kingdom | 3 | 3% |
Malaysia | 1 | <1% |
Canada | 1 | <1% |
Unknown | 108 | 96% |
Demographic breakdown
Readers by professional status | Count | As % |
---|---|---|
Student > Ph. D. Student | 25 | 22% |
Student > Master | 19 | 17% |
Researcher | 13 | 12% |
Student > Bachelor | 10 | 9% |
Other | 7 | 6% |
Other | 17 | 15% |
Unknown | 22 | 19% |
Readers by discipline | Count | As % |
---|---|---|
Computer Science | 21 | 19% |
Agricultural and Biological Sciences | 14 | 12% |
Social Sciences | 14 | 12% |
Environmental Science | 12 | 11% |
Business, Management and Accounting | 4 | 4% |
Other | 19 | 17% |
Unknown | 29 | 26% |