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Exploring the impact of game framing and task framing on user participation in citizen science projects.

, and . Aslib J. Inf. Manag., 71 (2): 260-280 (2019)

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Gamers, citizen scientists, and data: Exploring participant contributions in two games with a purpose., , and . Comput. Hum. Behav., (2017)ReWIND: A CBT-Based Serious Game to Improve Cognitive Emotion Regulation and Anxiety Disorder., , , , and . Int. J. Serious Games, 10 (3): 43-65 (September 2023)Information spaces as interactive worlds.. iConference, page 752-754. ACM, (2011)Gaming for (Citizen) Science: Exploring Motivation and Data Quality in the Context of Crowdsourced Science through the Design and Evaluation of a Social-Computational System., and . e-Science Workshops, page 28-33. IEEE Computer Society, (2011)Diegetic Connectivity: Blending Work and Play with Storytelling in Serious Games., and . CHI PLAY, page 229-240. ACM, (2017)Effects of Framing on User Contribution: Story, Gameplay and Science., and . AMCIS, Association for Information Systems, (2017)Exploring the impact of game framing and task framing on user participation in citizen science projects., and . Aslib J. Inf. Manag., 71 (2): 260-280 (2019)ReWIND: A Story-Based Serious Game to Reinforce Learning of CBT Strategies for Anxiety Disorders., , , , and . JCSG, volume 14309 of Lecture Notes in Computer Science, page 171-177. Springer, (2023)Science Gamers, Citizen Scientists, and Dabblers: Characterizing Player Engagement in Two Citizen Science Games., and . Int. J. Hum. Comput. Interact., 39 (8): 1690-1711 (May 2023)Purposeful gaming & socio-computational systems: a citizen science design case., and . GROUP, page 75-84. ACM, (2012)