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Article
Publication date: 10 May 2019

Jian Tang and Nathan R. Prestopnik

The purpose of this paper is to examine how game framing and task framing influence experienced meaningfulness (eudaimonia) and perceived enjoyment (hedonia), which, in turn, can…

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Abstract

Purpose

The purpose of this paper is to examine how game framing and task framing influence experienced meaningfulness (eudaimonia) and perceived enjoyment (hedonia), which, in turn, can account for user participation behavior in citizen science projects.

Design/methodology/approach

The authors designed and implemented a citizen science system, Citizen Sort, and used a survey method to investigate to what extent game framing and task framing influence participation behavior. PLS–SEM was used to test research hypotheses with 76 Citizen Sort participants.

Findings

Analysis confirmed that game framing and task framing have a significant impact on perceived enjoyment, but showed that only task framing has a direct effect on experienced meaningfulness. The effects of experienced meaningfulness on participation were fully mediated by perceived enjoyment. Content analysis of qualitative data revealed additional insights.

Research limitations/implications

This research is limited due to its sample size and considered as an exploratory study, in which PLS–SEM was used to identify the impact of game framing and task framing as well as support the theory development regarding the dual nature of citizen science games.

Practical implications

This research provided suggestions for scientists, designers and project initiators that game framing and task framing should be effectively integrated to provide enjoyable and meaningful experiences so as to promote user contribution.

Originality/value

This research is one of initial studies which explored the impact of dual nature of citizen science games. The findings of this study provide the groundwork for guidelines and strategies to facilitate user contribution in citizen science projects.

Details

Aslib Journal of Information Management, vol. 71 no. 2
Type: Research Article
ISSN: 2050-3806

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Article
Publication date: 7 June 2013

Nathan Prestopnik

In this design case, a participatory approach to visualizing a complex computational pipeline was adopted, with the goal of exploring what benefits might be derived when groups of…

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Abstract

Purpose

In this design case, a participatory approach to visualizing a complex computational pipeline was adopted, with the goal of exploring what benefits might be derived when groups of people visualize complex information for themselves.

Design/methodology/approach

Several visualization artifacts were developed to support collaborative process at the Laser Interferometer Gravitational Wave Observatory (LIGO). Researchers adopted a participatory approach, engaging directly in LIGO activities and drawing together explicitly codified data from the LIGO computational pipeline as well as structural knowledge tacitly held by project scientists. Both sources of information were critical to producing meaningful visualizations and progressing design and research efforts.

Findings

This design case revealed several benefits realized when individuals or groups visualize information for themselves, especially improved communication and enhanced understanding of complex systems of information.

Originality/value

This design case demonstrates how cooperatively creating visualizations can enhance understanding and support group activities and goals. It is also a call to move beyond data, technologies, and techniques to introduce more human‐centered approaches within visualization scholarship.

Details

Library Hi Tech, vol. 31 no. 2
Type: Research Article
ISSN: 0737-8831

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