Gamification in Science: A Study of Requirements in the Context of Reproducible Research
March 06, 2019 Β· Declared Dead Β· π International Conference on Human Factors in Computing Systems
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Authors
Sebastian S. Feger, SΓΌnje Dallmeier-Tiessen, PaweΕ W. WoΕΊniak, Albrecht Schmidt
arXiv ID
1903.02446
Category
cs.HC: Human-Computer Interaction
Citations
27
Venue
International Conference on Human Factors in Computing Systems
Last Checked
4 months ago
Abstract
The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster reproducibility. In this paper, we explore possible uses of gamification to support reproducible practices in High Energy Physics. To understand how gamification can be effective in research tools, we participated in a workshop and performed interviews with data analysts. We then designed two interactive prototypes of a research preservation service that use contrasting gamification strategies. The evaluation of the prototypes showed that gamification needs to address core scientific challenges, in particular the fair reflection of quality and individual contribution. Through thematic analysis, we identified four themes which describe perceptions and requirements of gamification in research: Contribution, Metrics, Applications and Scientific practice. Based on these, we discuss design implications for gamification in science.
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