科学中的游戏化:可再现研究背景下的需求研究
Gamification in Science: A Study of Requirements in the Context of Reproducible Research
摘要:
科学界广泛认识到数据保存和可复制研究的必要性。然而,研究人员往往很难找到为数据存储库做出贡献的动机,并使用促进可重复性的工具。在本文中,我们探讨了游戏化的可能用途,以支持高能物理中的可重复实践。为了了解游戏化如何在研究工具中发挥作用,我们参加了一个研讨会,并与数据分析师进行了访谈。然后,我们设计了两个交互式原型的研究保存服务,使用对比游戏化策略。对原型的评估表明,游戏化需要解决核心科学挑战,特别是公平反映质量和个人贡献。通过主题分析,我们确定了四个主题,描述了研究中游戏化的看法和要求:贡献,可持续性,应用和科学实践。在此基础上,我们讨论了科学游戏化的设计含义。
英文摘要:
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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