In:
eLife, eLife Sciences Publications, Ltd, Vol. 4 ( 2015-07-29)
Kurzfassung:
In 2013, in response to an epidemic of ash dieback disease in England the previous year, we launched a Facebook-based game called Fraxinus to enable non-scientists to contribute to genomics studies of the pathogen that causes the disease and the ash trees that are devastated by it. Over a period of 51 weeks players were able to match computational alignments of genetic sequences in 78% of cases, and to improve them in 15% of cases. We also found that most players were only transiently interested in the game, and that the majority of the work done was performed by a small group of dedicated players. Based on our experiences we have built a linear model for the length of time that contributors are likely to donate to a crowd-sourced citizen science project. This model could serve a guide for the design and implementation of future crowd-sourced citizen science initiatives.
Materialart:
Online-Ressource
ISSN:
2050-084X
DOI:
10.7554/eLife.07460.001
DOI:
10.7554/eLife.07460.002
DOI:
10.7554/eLife.07460.003
DOI:
10.7554/eLife.07460.004
DOI:
10.7554/eLife.07460.005
DOI:
10.7554/eLife.07460.006
DOI:
10.7554/eLife.07460.007
DOI:
10.7554/eLife.07460.008
DOI:
10.7554/eLife.07460.009
DOI:
10.7554/eLife.07460.010
DOI:
10.7554/eLife.07460.011
DOI:
10.7554/eLife.07460.012
DOI:
10.7554/eLife.07460.013
DOI:
10.7554/eLife.07460.014
DOI:
10.7554/eLife.07460.015
DOI:
10.7554/eLife.07460.016
DOI:
10.7554/eLife.07460.017
DOI:
10.7554/eLife.07460.018
Sprache:
Englisch
Verlag:
eLife Sciences Publications, Ltd
Publikationsdatum:
2015
ZDB Id:
2687154-3