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通过游戏化提高公民科学的可访问性并支持行为改变

Gamification for Improving Accessibility and Supporting Behaviour Change in Citizen Science
Nimisha Parashar、Alexa Spence、Liz Dowthwaite · Citizen Science Theory and Practice · 2026-11-06

研究信息

期刊 / 来源
Citizen Science Theory and Practice
发表日期
2026-11-06
文献库
OpenAlex
作者
Nimisha Parashar, Alexa Spence, Liz Dowthwaite
DOI
10.5334/cstp.963
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英文原文摘要全文

Citizen science (CS), the participation of volunteers in the process of scientific data collection, data analysis, or classification, often requires volunteers to repeatedly participate and engage with the project. Gamification—the application of game elements outside traditional gaming—has attracted significant attention in the CS community to improve this participation and engagement in volunteers. Gamification could also be useful in supporting outcomes of a CS project, such as behavioural change of the volunteer beyond the project. However, understanding best practices for its use across d

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